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# Import the animation you are using as a starting point. For more detailed information on how to import an Oni animation to Blender, see the next header. | # Import the animation you are using as a starting point. For more detailed information on how to import an Oni animation to Blender, see the next header. | ||
## If you did point 3, apply the textures on the animated model. | ## If you did point 3, apply the textures on the animated model. | ||
# Using the RigBoneConstraintTargetSetter script available [Blender#Rig_bone_constraint_target_setting_script HERE,] set the targets of the rig's bone constraints to be the body parts of the animation you've imported. | # Using the RigBoneConstraintTargetSetter script available [[Blender#Rig_bone_constraint_target_setting_script|HERE,]] set the targets of the rig's bone constraints to be the body parts of the animation you've imported. | ||
# Using the Pose Matching functionality, constrain the rig to the imported animation (Set the IK-FK sliders on rig limbs to 1, as Pose Matching works only through FK controllers) | # Using the Pose Matching functionality, constrain the rig to the imported animation (Set the IK-FK sliders on rig limbs to 1, as Pose Matching works only through FK controllers) | ||
# For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), press Ctrl+A, select Apply Visual Transform to Pose and keyframe it. | # For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), press Ctrl+A, select Apply Visual Transform to Pose and keyframe it. | ||
# Disable bone constraints on the rig using the BoneConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature HERE.] | # Disable bone constraints on the rig using the BoneConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature HERE.] | ||
# '''Make your animation.''' | # '''Make your animation.''' | ||
# Once your animation is ready, use the Visual Transformer script available [ | # Once your animation is ready, use the Visual Transformer script available [[Blender#Visual_transformer_script|HERE,]] to bake the rig keyframes into the character model. | ||
# Using the ObjectConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects HERE,] disable the object constraints on the character model. '''The character model should now be animated and have the needed rotations and locations. | # Using the ObjectConstraintEnabler script available [[Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects|HERE,]] disable the object constraints on the character model. '''The character model should now be animated and have the needed rotations and locations. | ||
# Export the animation as a DAE. | # Export the animation as a DAE. | ||
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