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democap:projectmanagement [2021/12/18 23:40] – created dragonlorddemocap:projectmanagement [2024/02/26 11:12] (current) dragonlord
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 </WRAP> </WRAP>
  
-{{ :democap:screenshot16.png?direct&600 |}}+{{ :democap:multichar.jpg?direct&600 |}} 
  
 ====== Project Management ====== ====== Project Management ======
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 The world file can be edited with the [[gamedev:deigde|Drag[en]gine Integrated Game Development Environment (IGDE)]]. This allows to set up a world up front and load it into a scene. The content of the loaded world is static and can not be changed. For dynamic content you have to use <wrap em><wrap hi>scene objects</wrap></wrap>. The world file can be edited with the [[gamedev:deigde|Drag[en]gine Integrated Game Development Environment (IGDE)]]. This allows to set up a world up front and load it into a scene. The content of the loaded world is static and can not be changed. For dynamic content you have to use <wrap em><wrap hi>scene objects</wrap></wrap>.
 +<WRAP center round info 60%>
 +You can not use your world file directly in DEMoCap since the path you used for resource files (like models, skins and so forth) are different than inside DEMoCap where the world files are stored relative to the project data directory. To fix this you have to set a [[gamedev:deigde:editors:world#world_panel|world property]] named <wrap em><wrap hi>democap.remapPropertyPath</wrap></wrap>. This property contains the path prefix DEMoCap has to replace with the directory the world file (*.deworld) is located.
 +
 +For example if your world file in your game is called <wrap hi>/mocap/worlds/office.deworld</wrap> then set the property value to <wrap hi>/mocap/worlds</wrap>. This way all the resources used in the world that are underneath the same directory will be properly remapped to work in DEMoCap.
 +</WRAP>
  
 To change the world select the world from the combo box next to the <wrap em><wrap hi>World</wrap></wrap> label. Then click the <wrap em><wrap hi>...</wrap></wrap> button next to the combo box. Click on the <wrap em><wrap hi>Activate World</wrap></wrap> button. To change the world select the world from the combo box next to the <wrap em><wrap hi>World</wrap></wrap> label. Then click the <wrap em><wrap hi>...</wrap></wrap> button next to the combo box. Click on the <wrap em><wrap hi>Activate World</wrap></wrap> button.
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 ====== Saved Animations ====== ====== Saved Animations ======
 +
 +Saved animations store an artificial reference to captured animations. This keeps the animation a live even if no CapturedCharacter is using it. Furthermore they are named allowing to located animations. A typical use case for saved animations is to capture reference animations against which various character animations have to match.
 +
 +The combo box next to the label <wrap em><wrap hi>Saved Anims</wrap></wrap> shows all saved animations in the entire project. To manage saved animations click on the <wrap em><wrap hi>...</wrap></wrap> button located next to the combo box. The following menu buttons can be clicked:
 +
 +  * Rename: Renamed the saved animation. Shows an input dialog to enter the name. Saved animations have to use unique names.
 +  * Load: Assigns the captured animation in the active <wrap em><wrap hi>Animation</wrap></wrap> of the selected <wrap em><wrap hi>Scene Object</wrap></wrap>.
 +  * Remove: Remove the saved animations deleting the files if no CapturedCharacter is still using it.
 +  * Export: Exports the saved animation to the <wrap em><wrap hi>export</wrap></wrap> overlay directory. See Export Animation below.
 +  * Browse exported: Opens the export directory in the project data directory in the operating system native file browser.
 +
 +To save animations see above.
  
 ====== Export Animations ====== ====== Export Animations ======
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   * {projectDirectory}/export/{name}-devices.deanim : Devices captured animation if used.   * {projectDirectory}/export/{name}-devices.deanim : Devices captured animation if used.
   * {projectDirectory}/export/{name}-devices.derig : Devices captured rig if used.   * {projectDirectory}/export/{name}-devices.derig : Devices captured rig if used.
 +  * {projectDirectory}/export/{name}-object.deanim : Captured object position and orientation.
 +  * {projectDirectory}/export/{name}-object.derig : Captured object position and orientation rig.
 +
 +To make captures more efficient the [[democap:uipanelsettings#auto_export|Auto Export]] setting can be enabled in the [[democap:uipanelsettings|Settings Panel]]. If enabled and a [[democap:uipanelcapture#stage_directions|Stage Direction]] is selected each capture down on a Captured Characters is automatically exported into a sub directory with the same name as the stage direction. If the capture exists already it is overwritten. This avoids the need to manually export captures which is especially a time saver for single-person use.
  
 +Auto exporting exports animations into directories of this pattern: <wrap hi>{projectDirectory}/export/{scene}/{stage direction}/{object}/{animation}.*</wrap>.
democap/projectmanagement.1639870852.txt.gz · Last modified: 2021/12/18 23:40 by dragonlord