About: Exporting Animations   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The most important is aurabase object: all information concerning animation is saved here origin: dummy which determines relative movement in dynamic animations headconjure: it’s the place where the overhead text and health numbers are appearing (place it neither too low nor too high) handconjure: it’s the dummy which is used for joining 2 models together (e.g. during finishing moves, here, you have the aurabase of the 2nd model during specific animations) model’s root, i.e. the beginning of the proper character’s skeleton.

AttributesValues
rdfs:label
  • Exporting Animations
rdfs:comment
  • The most important is aurabase object: all information concerning animation is saved here origin: dummy which determines relative movement in dynamic animations headconjure: it’s the place where the overhead text and health numbers are appearing (place it neither too low nor too high) handconjure: it’s the dummy which is used for joining 2 models together (e.g. during finishing moves, here, you have the aurabase of the 2nd model during specific animations) model’s root, i.e. the beginning of the proper character’s skeleton.
dcterms:subject
abstract
  • The most important is aurabase object: all information concerning animation is saved here origin: dummy which determines relative movement in dynamic animations headconjure: it’s the place where the overhead text and health numbers are appearing (place it neither too low nor too high) handconjure: it’s the dummy which is used for joining 2 models together (e.g. during finishing moves, here, you have the aurabase of the 2nd model during specific animations) model’s root, i.e. the beginning of the proper character’s skeleton. Model, in order to have good orientation, has to be placed on axes in such order: Z – axis set ‘up’ Y – axis set ‘back’ (model’s front is on Y) X – axis ‘left’ The easiest way is do add helpers while viewing (in max) from above, then the objects have the proper orientation. YOU CAN’T CALIBRATE, MIRROR AURABASE, ORIGIN OR ANY OTHER SKELETON’S BONES (it leads to many errors, which are difficult to remove later on) BIPED in CharacterStudio can be modified (scaled, etc) YOU SHOULDN’T CHANGE BONES’ PIVOT (later, they will be moved to original place in the game)
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