Using Character Sets

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Revision as of 14:01, 11 March 2008 by Squill (talk | contribs)
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This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who use the same animation rig but also to layer your animation. This guide only covers exchanging animation.

Global steps:

  • Create animation clip from existing animation
  • Export animation clip
  • Apply animation clip to another character

Characters must use the same animations rig to exchange animations. citywatch_rig_00.mb is the basic Maya animation rig which contains a character set.
Animation rig.jpg


Step 1) Create animation clip and export
For this example we'll be using idle_armwipe.mb as our animation which we'll apply to the builder forger.
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.
Citywatch_body is the name of the character set. You'll also see all the keyframes appear on the timeline. Time line.jpg


With the character set activated open the Trax Editor (window -> Animation Editors).
Go to Create -> Clip -> Option Box.
Leave settings at their defaults and give it a name like idle_armwipe.
Press Create clip and close the Trax Editor.


Open the Visor (Window -> General Editors)
Under Character Clips you'll find the idle_armwipe animation clip.
Right click on it and choose -> Export.
Give it a name, something like armwipe_clip and save it as an ma file in the builder_forger_mb folder


Step 2) Importing animation clip to builder forger
Open builder_forger_rig_01.mb. You don't have to save idle_armwipe.
Forger rig.jpg


First set the timeline to the same amount of frames like the idle_armwipe animation. Activate the character set citywatch_body.
Open the Trax Editor.
Go to File -> Import clip to characters, and check Put clip in Trax Editor and visor.
Click import clip and select the armwipe animation clip in the builder forger folder.
You'll immediately see the animation on the forger model.
Forger anim.jpg


Last thing, go to the Trax Editor.
On the trax toolbar click on the first button to create a new track.
Trax editor.jpg


Right-click on the citywatch_body track and select -> Activate Keys
The keyframes appear on the timeline and you can delete the track again.
Now you can make adjustments to the animation if necessary.


Don't forget to turn character sets of when your animating. Otherwise your creating keys on all controls.