Two Questions Related to the Mixer and Import Objects 2005-05-03 - By Guillaume Laforge
Back Hi,
> First off "save action key". I have read the manual and I do not > understand how you use this feature!
- Put all the objects controling your character in a model. (If your character is in an other model, put this new model in it too).
- Save an animation clip. ( "store > transfom fcurve" for example )
- Select an object in the model with an animation clip open the animation mixer.
- Put your animation clip on a track ( right clic "insert source" for example).
- Move an object to the desired position at the frame you want.
- Now if you want to save an action key, you must mark the parameter you want to add keys ( little menu in the bottom right side of the UI for example ).
- Click the Offset Map button.
Hope this help.
Cheers,
Guillaume Laforge CG artist www.vol2nuit.fr
2005/5/3, walksfar@(protected) <walksfar@(protected)>: > Hello peterb, alright I understand but I still have a few questions. > First off "save action key". I have read the manual and I do not > understand how you use this feature! Does it work on > effectors,constraints or just objects (aka polygon objects)? If it > does work on constraints, effectors I have done what I wanted to and > hit that key but nothing happens? Instance a clip? And I go by the notion > that "offset > key works similiar to "save action key" as in description on how to > use! And one other thing, in terms of bring in models as you > mentioned, I understand what to do and what I did wrong :) There still > is something though, you can import the model and along follows is the > source into the mixer only the model does not animate !!! How do you > import the model with chains\constraints etc all in one, it does not > work what is the work around? > > -- ---- ---- ---- ---- ---- ---- ---- ------ > Monday, May 02, 2005, 2:19:04 AM, you wrote: > > p> Hm this is a lot to answer, and theres quite some you can find in the > p> manuals and tutorials... > p> 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? > >> > > p> you can animate your character with fcurves (saving keys on the bones) > p> saving this out as a clip makes it usable in the mixer. > p> It still just a bunch of fcurves though, and you can go into the clip> > right mouse >> source... > edit source. > p> Your curves are there and editable. This will affect all clips in the > mixer > p> that use this source! > p> It might be more intuitive though to "apply the action" (convert the > clip > p> into fcurves on you object) again, edit them, and save this out as a new > p> clip. > p> So yes the mixer will automatically update, since the mixer is just > p> references to these sources. If the sources change, the result from the > p> mixer changes. > p> Keep in mind that actions in the mixer can be more than just curves, > they > p> can be constraints, expressions,... > p> You also can have animation both in the objects fcurves and in the > mixer. In > p> this case the mixer will override the fcurves when there is something in > the > p> mixer, if not the fcurves will be used. > > > >> Second question is I know you can create static poses, but can you > import > p> 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 > p> in > >> that scene without any previous animation being applied? > > p> Sure you can. > p> Keep in mind that a mixer is a property of a model. So each model will > have > p> its own mixer. > p> (and make sure to make a model out of your animated object, if not the > mixer > p> will get created on the scene level, and this will become very messy) > p> If you import a model with a mixer, it will import the sources too. > p> So you can perfectly import a model with a lot of stored actions or > poses, > p> but none placed in the mixer. This will give you a non-animated object, > p> ready to start playing around in the mixer. > > p> Actions (fcurve driven actions that is) are a bunch of fcurves, that are > p> related to objects, based on hierarchy and name. > p> This means that if you have two models with the same structure, eg the > exact > p> same skeleton, you can easily exchange sources between different models > and > p> mixers. > p> You can use this as a way to import sources into your scene. Imagine you > p> have a complex animated scene. You want to add an action but want to > animate > p> this in an empty/simple scene. You can just go ahead, animate, make the > p> sources, and then export the model. Then go back to your complex scene, > p> bring in the model with the new action, and you will be able to access > it in > p> first models' mixer. > > p> Just some thoughts > > > >> > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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