Animation Channels Tutorial

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This page explains how to set up multiple animation channels on a character skeleton, which can then be blended together.

Tutorial

There are two phases to setting up Animation Channels for a character:

  1. Creating the Track Masks on the root Character Skeleton file for Animation Channels.
  2. Declaring the Animation Channels and their use in the Animation Agent Script(.aas)file.
Animation Channels only need to be set up on the Character Root Skeleton file. They do not need to be applied to Animation files.


This page will cover the setup of Track Masks in Max and Maya for Animation Channels.


3ds Max


After the weights are set, export the Character Skeleton using either the Hero Character Tools if this is a new character, or if updating a previous Character Skeleton, use the Hero Export panel.

Maya

Note: Track Masks created with a name like UpperBody will appear in the Channel Box with a space in front of every capital letter giving the results of Upper Body. This should not be a concern.


After the weights are set, export the Character Skeleton using either the Hero Character Tools if this is a new character, or if updating a previous Character Skeleton, use the Hero Export window.


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