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(→Required tools and commands: - added BlenderOni, albeit download link is yet to be added) |
(→General workflow of animating for Oni using Rigify: - Added info regarding BlenderOni) |
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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 | # Using the ''Set Rig Bone Constraint Targets'' option in BlenderOni, 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), | # For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), either: | ||
# Disable bone constraints on the rig using the | ## Press Ctrl+A, select ''Apply Visual Transform'' to Pose and keyframe it, | ||
## Or use the ''Bone Visual Transformer'' option in BlenderOni to bake frames within a specified frame range. | |||
# Disable bone constraints on the rig using the ''Bone Constraint Switch'' option in BlenderOni. | |||
# '''Make your animation.''' | # '''Make your animation.''' | ||
# Once your animation is ready, use the Visual Transformer | # Once your animation is ready, use the ''Object Visual Transformer'' option in BlenderOni to bake the rig keyframes into the character model. | ||
# Using the | # Using the ''Object Constraint Switch'' option in BlenderOni, 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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