Two Questions Related to the Mixer and Import Objects 2005-05-02 - By peterb
Back Hm this is a lot to answer, and theres quite some you can find in the manuals and tutorials... but something to get you started:
> Hello there, I got two questions first off how can you edit animation once > it's in the mixer? Can you edit the animation and the mixer updates > automaticlly or how do you do this? >
you can animate your character with fcurves (saving keys on the bones) saving this out as a clip makes it usable in the mixer. It still just a bunch of fcurves though, and you can go into the clip> right mouse > source... > edit source. Your curves are there and editable. This will affect all clips in the mixer that use this source! It might be more intuitive though to "apply the action" (convert the clip into fcurves on you object) again, edit them, and save this out as a new clip. So yes the mixer will automatically update, since the mixer is just references to these sources. If the sources change, the result from the mixer changes. Keep in mind that actions in the mixer can be more than just curves, they can be constraints, expressions,... You also can have animation both in the objects fcurves and in the mixer. In this case the mixer will override the fcurves when there is something in the mixer, if not the fcurves will be used.
> Second question is I know you can create static poses, but can you import a > model into another scene and load a static state (as in with the chains > within the model) without any animation and just animate how you want to in > that scene without any previous animation being applied?
Sure you can. Keep in mind that a mixer is a property of a model. So each model will have its own mixer. (and make sure to make a model out of your animated object, if not the mixer will get created on the scene level, and this will become very messy) If you import a model with a mixer, it will import the sources too. So you can perfectly import a model with a lot of stored actions or poses, but none placed in the mixer. This will give you a non-animated object, ready to start playing around in the mixer.
Actions (fcurve driven actions that is) are a bunch of fcurves, that are related to objects, based on hierarchy and name. This means that if you have two models with the same structure, eg the exact same skeleton, you can easily exchange sources between different models and mixers. You can use this as a way to import sources into your scene. Imagine you have a complex animated scene. You want to add an action but want to animate this in an empty/simple scene. You can just go ahead, animate, make the sources, and then export the model. Then go back to your complex scene, bring in the model with the new action, and you will be able to access it in first models' mixer.
Just some thoughts
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