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gamedev:deigde:editors:animator [2020/03/30 01:06] – dragonlord | gamedev:deigde:editors:animator [2024/04/01 15:48] (current) – [Rules] dragonlord | ||
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====== IGDE Animator Editor ====== | ====== IGDE Animator Editor ====== | ||
- | The animator editor allows to create | + | The animator editor allows to edit [[gamedev: |
- | * Rig | + | |
- | * Animation | + | |
- | * Controllers | + | |
- | * Links | + | |
- | * Rules | + | |
- | {{ : | + | Animators are composed of a //Rig// and // |
- | The editor window | + | <WRAP group> |
+ | <WRAP column> | ||
+ | {{: | ||
+ | </ | ||
+ | <WRAP column> | ||
+ | {{youtube> | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | The editor window | ||
+ | |||
+ | ====== Preview Window ====== | ||
+ | |||
+ | The preview window shows the preview of the animator. See [[gamedev: | ||
+ | |||
+ | In addition to the regular 3d-view navigation you can activate **Locomotion Testing** by pressing < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | |||
+ | If the playground panel is active you can easily verify how the controller values change and what the animator is doing. | ||
+ | |||
+ | Optionally the **Wakeboarding** mode by pressing < | ||
+ | * < | ||
+ | |||
+ | Only one of these two testing modes can be active at the same time. | ||
+ | <WRAP clear/> | ||
====== Animator ====== | ====== Animator ====== | ||
- | {{: | + | {{ : |
Defines the **Rig** and **Animation** resource to use for the animator. At least the rig resource is required to be present. The animation resource is not required if only procedural rules are used. | Defines the **Rig** and **Animation** resource to use for the animator. At least the rig resource is required to be present. The animation resource is not required if only procedural rules are used. | ||
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Automatic and manual retargeting of animations will be added in a future release. | Automatic and manual retargeting of animations will be added in a future release. | ||
</ | </ | ||
+ | <WRAP clear/> | ||
====== Controllers ====== | ====== Controllers ====== | ||
- | {{: | + | {{ : |
- | Controllers are used by game programmers to adjust the animation. In general the artist defines the controller ranges but game programmers can overrule them to make their live easier. This does not interfere with the animation production process. The output of the controller is the **Value** linearly mapped from the range **Minimum Value -> Maximum Value** to the range **0 -> 1**. | + | Controllers are used by game programmers to adjust the animation. In general the artist defines the controller ranges but game programmers can overrule them to make their life easier. This does not interfere with the animation production process. The output of the controller is the **Value** linearly mapped from the range **Minimum Value -> Maximum Value** to the range **0 -> 1**. |
Controllers are typically accessed by the game developer using the unique **Controller Name** (case sensitive). This allows to mix and match different animators with differing controller setups (count, ordering and ranges) as long as the required names are present. | Controllers are typically accessed by the game developer using the unique **Controller Name** (case sensitive). This allows to mix and match different animators with differing controller setups (count, ordering and ranges) as long as the required names are present. | ||
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The **Locomotion Testing** panel allows to set dynamic behavior to controllers for preview purpose only. The attribute simulates typical ways how games manipulate controller values to get an idea on how the animator will perform if used in the game. | The **Locomotion Testing** panel allows to set dynamic behavior to controllers for preview purpose only. The attribute simulates typical ways how games manipulate controller values to get an idea on how the animator will perform if used in the game. | ||
+ | <WRAP clear/> | ||
====== Links ====== | ====== Links ====== | ||
- | {{: | + | {{ : |
Links map controller values to rule target input values using bezier curves. The artist is in full control of links. This decouples controller ranges allowing game programmers to freely manipulate them as they need. | Links map controller values to rule target input values using bezier curves. The artist is in full control of links. This decouples controller ranges allowing game programmers to freely manipulate them as they need. | ||
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The **Repeat** value allows to repeat the curve multiple times. This is useful for jig-saw type curves which can not be done with a bezier or linear type curve. This is also useful for overlaid detail animations. There you can easily adjust their play speed relative to the main animation. | The **Repeat** value allows to repeat the curve multiple times. This is useful for jig-saw type curves which can not be done with a bezier or linear type curve. This is also useful for overlaid detail animations. There you can easily adjust their play speed relative to the main animation. | ||
+ | <WRAP clear/> | ||
====== Rules ====== | ====== Rules ====== | ||
- | {{: | + | {{ : |
Rules define how the animation is produced. Rules are processed from top to bottom in the order they are specified. Rules can produce pre-canned animations or procedurally calculated animations. See [[gamedev: | Rules define how the animation is produced. Rules are processed from top to bottom in the order they are specified. Rules can produce pre-canned animations or procedurally calculated animations. See [[gamedev: | ||
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<WRAP center round info 60%> | <WRAP center round info 60%> | ||
If you use **Group** rules you have to make sure the list of affected bones of the group rule and all rules underneath are compatible. If the group rule has an affected bone which is not present in the children rules the default state is used which can be not what you intend. | If you use **Group** rules you have to make sure the list of affected bones of the group rule and all rules underneath are compatible. If the group rule has an affected bone which is not present in the children rules the default state is used which can be not what you intend. | ||
+ | </ | ||
+ | |||
+ | The **Affected Vertex Position Shape** panel is present for all rule types and contains an optional list of **Vertex Position Shape Names**. If the list is empty the rule affects all vertex position sets in the owner **Component**. If the list is not empty only vertex position sets matching the names listed are affected. | ||
+ | <WRAP center round info 60%> | ||
+ | If you use **Group** rules you have to make sure the list of affected vertex position sets of the group rule and all rules underneath are compatible. If the group rule has an affected vertex position set which is not present in the children rules the default state is used (0 weight) which can be not what you intend. | ||
</ | </ | ||
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The last panel below changes according to the type of the selected rule. See [[gamedev: | The last panel below changes according to the type of the selected rule. See [[gamedev: | ||
+ | <WRAP clear/> | ||
====== Playground ====== | ====== Playground ====== | ||
- | {{: | + | {{ : |
The playground panel allows to quickly manipulate all controllers in a comprehensive list to test out the animation. Controllers which have a dynamic test attribute assigned can not be manipulated but their current state can be watched. | The playground panel allows to quickly manipulate all controllers in a comprehensive list to test out the animation. Controllers which have a dynamic test attribute assigned can not be manipulated but their current state can be watched. | ||
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The **Visualization** panel allows to enable some debug shapes to visualize some parameters. | The **Visualization** panel allows to enable some debug shapes to visualize some parameters. | ||
+ | <WRAP clear/> | ||
====== View ====== | ====== View ====== | ||
- | {{: | + | {{ : |
Preview and simulation parameters can be adjusted in this panel. | Preview and simulation parameters can be adjusted in this panel. | ||
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The **Attachment Object** panel defines what **Object Class** is used for the selected attachment as well as positional and rotational offset applied. Attachments can be individually hidden to allow switching between different objects. This can be used for example to check a sit down animation against different chair or bench types without needing to modify attachments all the time. | The **Attachment Object** panel defines what **Object Class** is used for the selected attachment as well as positional and rotational offset applied. Attachments can be individually hidden to allow switching between different objects. This can be used for example to check a sit down animation against different chair or bench types without needing to modify attachments all the time. | ||
- | ====== Preview Window ====== | + | The **Dynamic Collider** parameter enables physical simulation for an attachment. The object root bone is attached while all bones marked as dynamic are influenced by physics. |
- | The preview window shows the preview of the animator. See [[gamedev: | ||
- | In addition to the regular 3d-view navigation you can activate **Locomotion Testing** by pressing < | ||
- | * < | ||
- | * < | ||
- | * < | ||
- | * < | ||
- | * < | ||
- | * < | ||
- | * < | ||
- | |||
- | If the playground panel is active you can easily verify how the controller values change and what the animator is doing. | ||
- | |||
- | Optionally the **Wakeboarding** mode by pressing < | ||
- | * < | ||
- | |||
- | Only one of these two testing modes can be active at the same time. | ||
- | |||
- | The **Dynamic Collider** parameter enables physical simulation for an attachment. The object root bone is attached while all bones marked as dynamic are influenced by physics. | ||
- | ===== Preview Video ===== | ||
- | https:// |