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(→Overview of the rig: clarified why do we have T-Pose, Pose 1 and Pose 2 collections in the rig) |
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At the same time, the rig would have to be capable of the opposite thing - snapping itself to the animated character. That's because most often the way we start out with making a new animation is copying the first or last frame of the preceeding animation. This functionality has been implemented, and is called Pose Matching. The way it works is simple - it uses bone constraints in rig controller bones targeting the character model in order to snap the rig to the model. | At the same time, the rig would have to be capable of the opposite thing - snapping itself to the animated character. That's because most often the way we start out with making a new animation is copying the first or last frame of the preceeding animation. This functionality has been implemented, and is called Pose Matching. The way it works is simple - it uses bone constraints in rig controller bones targeting the character model in order to snap the rig to the model. | ||
The rig uploaded on Oni Mod Depot contains three Konokos by default: One T-Posed Konoko and two animated ones, all stored in their own collections. The T-Posed Konoko is there because it was easiest to build the rig off a T-Pose, while the remaining two ones, stored in Pose 1 and Pose 2 collections, is where you are supposed to store your animated characters, to which you can Pose Match. | The rig uploaded on Oni Mod Depot contains three Konokos by default: One T-Posed Konoko and two animated ones, all stored in their own collections. The T-Posed Konoko is there because it was easiest to build the rig off a T-Pose, while the remaining two ones, stored in Pose 1 and Pose 2 collections, is where you are supposed to store your animated characters, to which you can Pose Match, and thus check if Pose Matching works as intended. | ||
Because Oni does not store its animations in form of an armature, but rather as locations and rotations of 19 objects organized in a parent-child relationship, this forces us to use the earlier mentioned object and bone constraints. This is also creates a big problem: in order to animate, rotation and location data from the 19 character body parts have to be transformed onto the rig, and then the body parts have to be constrained to the rig. Once you are done animating and you want to export your animation, you have to do the reverse: transform the animation from the rig onto the 19 body parts, and then disable the constraints. This is quite inconvenient, because all of the constraints (and there's a lot of them) in both the body parts and rig have to be turned on and off. | Because Oni does not store its animations in form of an armature, but rather as locations and rotations of 19 objects organized in a parent-child relationship, this forces us to use the earlier mentioned object and bone constraints. This is also creates a big problem: in order to animate, rotation and location data from the 19 character body parts have to be transformed onto the rig, and then the body parts have to be constrained to the rig. Once you are done animating and you want to export your animation, you have to do the reverse: transform the animation from the rig onto the 19 body parts, and then disable the constraints. This is quite inconvenient, because all of the constraints (and there's a lot of them) in both the body parts and rig have to be turned on and off. |
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