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	<id>https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Squill</id>
	<title>The DarkMod Wiki - User contributions [en]</title>
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	<updated>2026-04-30T08:21:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=9661</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=9661"/>
		<updated>2010-02-07T14:42:58Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creating Poses==&lt;br /&gt;
&lt;br /&gt;
*Open your scene.&lt;br /&gt;
*Turn on the Character Set (citywatch_body)&lt;br /&gt;
*Go to the frame on the timeline which shows the pose you want to save.&lt;br /&gt;
*Set a keyframe if this pose is not already keyed.&lt;br /&gt;
*Press F2 to set the menubar to Animation.&lt;br /&gt;
*Create a pose. Animate -&amp;gt; Create Pose (Select option Box to change it&#039;s name).&lt;br /&gt;
*Open the visor. Window -&amp;gt; General Editors -&amp;gt; Visor.&lt;br /&gt;
*In the Character Poses tab RMB click and select Export.&lt;br /&gt;
  &lt;br /&gt;
== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
*Delete any poses/anim clips in the Window, General Editors, Visor, Character clips tab AND Character poses tab.&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
*Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab (Not Unused Clips). Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
*Choose the pose file (combat_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
*Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
*Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
*Click the icon with a red stick figure and a + to activate the character track called citywatch_body.&lt;br /&gt;
*Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
*The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
*Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
*If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.  It&#039;s a good idea to go to the last frame and set a key there as well, to make sure your character returns to the same pose once the animation is finished.&lt;br /&gt;
*Remember to deactivate the characters set (see image above) if you want to start animating, otherwise you will keep putting keys on all controls regardless of which one is selected.&lt;br /&gt;
&lt;br /&gt;
{{Animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8843</id>
		<title>Using Character Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8843"/>
		<updated>2009-09-08T19:03:00Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;by Squill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who are using the same animation rig but also to layer your animation. This guide only covers exchanging animation. &lt;br /&gt;
&lt;br /&gt;
Global steps:&lt;br /&gt;
*Create animation clip from existing animation&lt;br /&gt;
*Export animation clip  &lt;br /&gt;
*Apply animation clip to another character&lt;br /&gt;
&lt;br /&gt;
Characters must use the same animation rig to exchange animations. &#039;&#039;&#039;proguardmesh_rev2.mb&#039;&#039;&#039; is the basic Maya animation rig which contains a character set (named citywatch_body).&lt;br /&gt;
&lt;br /&gt;
[[Image:Animation_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=Don&#039;t forget to turn character sets &#039;&#039;&#039;OFF&#039;&#039;&#039; when your animating. Otherwise your creating keys on all animation controls.}}&lt;br /&gt;
&lt;br /&gt;
== Step 1) Create animation clip and export ==&lt;br /&gt;
&lt;br /&gt;
For this example i&#039;ll be using &#039;&#039;&#039;idle_armwipe.mb&#039;&#039;&#039; as the animation which we&#039;ll apply to the &#039;&#039;&#039;builder forger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.&lt;br /&gt;
&lt;br /&gt;
Citywatch_body is the name of the character set. You&#039;ll also see all the keyframes appear on the timeline. &lt;br /&gt;
&lt;br /&gt;
Check the length of the timeline in this scene (85 frames). Later on we&#039;ll need to set the same amount of frames in the new scene.&lt;br /&gt;
&lt;br /&gt;
An important thing before exporting: With the character set activated, select any control and set a key at the beginning and end of your animation to ensure that all the animation controls are copied and have their keys beginning at frame 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the character set activated open the &#039;&#039;&#039;Trax Editor&#039;&#039;&#039; (window -&amp;gt; Animation Editors).&lt;br /&gt;
&lt;br /&gt;
Go to Create -&amp;gt; Clip -&amp;gt; Option Box.&lt;br /&gt;
&lt;br /&gt;
Leave settings at their defaults and give it a name like &#039;&#039;&#039;idle_armwipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Press Create clip and close the Trax Editor.&lt;br /&gt;
# Open the &#039;&#039;&#039;Visor&#039;&#039;&#039; (Window -&amp;gt; General Editors)&lt;br /&gt;
# Under Character Clips you&#039;ll find animation clip -&amp;gt; idle_armwipe.&lt;br /&gt;
# Right click on it and choose -&amp;gt; Export.&lt;br /&gt;
# Give it a name, something like &#039;&#039;&#039;armwipe_clip&#039;&#039;&#039; and save it as an &#039;&#039;&#039;ma file&#039;&#039;&#039; in the builder_forger_mb folder&lt;br /&gt;
&lt;br /&gt;
== Step 2) Importing animation clip to builder forger ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;builder_forger_rig_01.mb&#039;&#039;&#039;. You don&#039;t have to save idle_armwipe.&lt;br /&gt;
# Save this file as another animation file (something like idle_armwipe.mb) in the forger folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
#First set the timeline to the same amount of frames like the idle_armwipe animation. &lt;br /&gt;
#Activate the character set citywatch_body.&lt;br /&gt;
#Open the Trax Editor.&lt;br /&gt;
#Go to File -&amp;gt; Import clip to characters, click the option box, and check &#039;&#039;&#039;Put clip in Trax Editor and visor&#039;&#039;&#039;.&lt;br /&gt;
#Click &#039;&#039;&#039;import clip&#039;&#039;&#039; and select the armwipe animation clip in the builder forger folder.&lt;br /&gt;
You&#039;ll immediately see the animation on the forger model.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_anim.jpg]]&lt;br /&gt;
&lt;br /&gt;
Last thing, go to the Trax Editor.&lt;br /&gt;
&lt;br /&gt;
On the trax toolbar click on the button with the red figure and + sign to &amp;quot;activate the character set track.&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: below is an old image, it should be the 7th button from the left instead of the first button)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:trax_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Right-click on the citywatch_body track and select -&amp;gt; &#039;&#039;&#039;Activate Keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All keyframes appear on the timeline and you can delete the track again. You can also delete the animation clip in the visor&lt;br /&gt;
&lt;br /&gt;
Now you can save the file and make adjustments to the animation if necessary.&lt;br /&gt;
&lt;br /&gt;
The animation clip you saved earlier can be applied to all the characters who are using the same animation rig. &lt;br /&gt;
&lt;br /&gt;
{{animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8842</id>
		<title>Using Character Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8842"/>
		<updated>2009-09-08T19:00:48Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;by Squill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who are using the same animation rig but also to layer your animation. This guide only covers exchanging animation. &lt;br /&gt;
&lt;br /&gt;
Global steps:&lt;br /&gt;
*Create animation clip from existing animation&lt;br /&gt;
*Export animation clip  &lt;br /&gt;
*Apply animation clip to another character&lt;br /&gt;
&lt;br /&gt;
Characters must use the same animation rig to exchange animations. &#039;&#039;&#039;proguardmesh_rev2.mb&#039;&#039;&#039; is the basic Maya animation rig which contains a character set (named citywatch_body).&lt;br /&gt;
&lt;br /&gt;
[[Image:Animation_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=Don&#039;t forget to turn character sets &#039;&#039;&#039;OFF&#039;&#039;&#039; when your animating. Otherwise your creating keys on all animation controls.}}&lt;br /&gt;
&lt;br /&gt;
== Step 1) Create animation clip and export ==&lt;br /&gt;
&lt;br /&gt;
For this example i&#039;ll be using &#039;&#039;&#039;idle_armwipe.mb&#039;&#039;&#039; as the animation which we&#039;ll apply to the &#039;&#039;&#039;builder forger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.&lt;br /&gt;
&lt;br /&gt;
Citywatch_body is the name of the character set. You&#039;ll also see all the keyframes appear on the timeline. &lt;br /&gt;
&lt;br /&gt;
Check the length of the timeline in this scene (85 frames). Later on we&#039;ll need to set the same amount of frames in the new scene.&lt;br /&gt;
&lt;br /&gt;
An important thing before exporting: With the character set activated, select any control and set a key at the beginning and end of your animation to ensure that all the animation controls are copied and have their keys beginning at frame 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the character set activated open the &#039;&#039;&#039;Trax Editor&#039;&#039;&#039; (window -&amp;gt; Animation Editors).&lt;br /&gt;
&lt;br /&gt;
Go to Create -&amp;gt; Clip -&amp;gt; Option Box.&lt;br /&gt;
&lt;br /&gt;
Leave settings at their defaults and give it a name like &#039;&#039;&#039;idle_armwipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Press Create clip and close the Trax Editor.&lt;br /&gt;
# Open the &#039;&#039;&#039;Visor&#039;&#039;&#039; (Window -&amp;gt; General Editors)&lt;br /&gt;
# Under Character Clips you&#039;ll find animation clip -&amp;gt; idle_armwipe.&lt;br /&gt;
# Right click on it and choose -&amp;gt; Export.&lt;br /&gt;
# Give it a name, something like &#039;&#039;&#039;armwipe_clip&#039;&#039;&#039; and save it as an &#039;&#039;&#039;ma file&#039;&#039;&#039; in the builder_forger_mb folder&lt;br /&gt;
&lt;br /&gt;
== Step 2) Importing animation clip to builder forger ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;builder_forger_rig_01.mb&#039;&#039;&#039;. You don&#039;t have to save idle_armwipe.&lt;br /&gt;
# Save this file as another animation file (something like idle_armwipe.mb) in the forger folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
#First set the timeline to the same amount of frames like the idle_armwipe animation. &lt;br /&gt;
#Activate the character set citywatch_body.&lt;br /&gt;
#Open the Trax Editor.&lt;br /&gt;
#Go to File -&amp;gt; Import clip to characters, click the option box, and check &#039;&#039;&#039;Put clip in Trax Editor and visor&#039;&#039;&#039;.&lt;br /&gt;
#Click &#039;&#039;&#039;import clip&#039;&#039;&#039; and select the armwipe animation clip in the builder forger folder.&lt;br /&gt;
You&#039;ll immediately see the animation on the forger model.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_anim.jpg]]&lt;br /&gt;
&lt;br /&gt;
Last thing, go to the Trax Editor.&lt;br /&gt;
&lt;br /&gt;
On the trax toolbar click on the button with the red figure and + sign to &amp;quot;activate the character set track.&amp;lt;br&amp;gt;&lt;br /&gt;
(old image, should be the 7th button from the left)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:trax_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Right-click on the citywatch_body track and select -&amp;gt; &#039;&#039;&#039;Activate Keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All keyframes appear on the timeline and you can delete the track again. You can also delete the animation clip in the visor&lt;br /&gt;
&lt;br /&gt;
Now you can save the file and make adjustments to the animation if necessary.&lt;br /&gt;
&lt;br /&gt;
The animation clip you saved earlier can be applied to all the characters who are using the same animation rig. &lt;br /&gt;
&lt;br /&gt;
{{animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8841</id>
		<title>Using Character Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8841"/>
		<updated>2009-09-08T19:00:15Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;by Squill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who are using the same animation rig but also to layer your animation. This guide only covers exchanging animation. &lt;br /&gt;
&lt;br /&gt;
Global steps:&lt;br /&gt;
*Create animation clip from existing animation&lt;br /&gt;
*Export animation clip  &lt;br /&gt;
*Apply animation clip to another character&lt;br /&gt;
&lt;br /&gt;
Characters must use the same animation rig to exchange animations. &#039;&#039;&#039;proguardmesh_rev2.mb&#039;&#039;&#039; is the basic Maya animation rig which contains a character set.&lt;br /&gt;
&lt;br /&gt;
[[Image:Animation_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=Don&#039;t forget to turn character sets &#039;&#039;&#039;OFF&#039;&#039;&#039; when your animating. Otherwise your creating keys on all animation controls.}}&lt;br /&gt;
&lt;br /&gt;
== Step 1) Create animation clip and export ==&lt;br /&gt;
&lt;br /&gt;
For this example i&#039;ll be using &#039;&#039;&#039;idle_armwipe.mb&#039;&#039;&#039; as the animation which we&#039;ll apply to the &#039;&#039;&#039;builder forger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.&lt;br /&gt;
&lt;br /&gt;
Citywatch_body is the name of the character set. You&#039;ll also see all the keyframes appear on the timeline. &lt;br /&gt;
&lt;br /&gt;
Check the length of the timeline in this scene (85 frames). Later on we&#039;ll need to set the same amount of frames in the new scene.&lt;br /&gt;
&lt;br /&gt;
An important thing before exporting: With the character set activated, select any control and set a key at the beginning and end of your animation to ensure that all the animation controls are copied and have their keys beginning at frame 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the character set activated open the &#039;&#039;&#039;Trax Editor&#039;&#039;&#039; (window -&amp;gt; Animation Editors).&lt;br /&gt;
&lt;br /&gt;
Go to Create -&amp;gt; Clip -&amp;gt; Option Box.&lt;br /&gt;
&lt;br /&gt;
Leave settings at their defaults and give it a name like &#039;&#039;&#039;idle_armwipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Press Create clip and close the Trax Editor.&lt;br /&gt;
# Open the &#039;&#039;&#039;Visor&#039;&#039;&#039; (Window -&amp;gt; General Editors)&lt;br /&gt;
# Under Character Clips you&#039;ll find animation clip -&amp;gt; idle_armwipe.&lt;br /&gt;
# Right click on it and choose -&amp;gt; Export.&lt;br /&gt;
# Give it a name, something like &#039;&#039;&#039;armwipe_clip&#039;&#039;&#039; and save it as an &#039;&#039;&#039;ma file&#039;&#039;&#039; in the builder_forger_mb folder&lt;br /&gt;
&lt;br /&gt;
== Step 2) Importing animation clip to builder forger ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;builder_forger_rig_01.mb&#039;&#039;&#039;. You don&#039;t have to save idle_armwipe.&lt;br /&gt;
# Save this file as another animation file (something like idle_armwipe.mb) in the forger folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
#First set the timeline to the same amount of frames like the idle_armwipe animation. &lt;br /&gt;
#Activate the character set citywatch_body.&lt;br /&gt;
#Open the Trax Editor.&lt;br /&gt;
#Go to File -&amp;gt; Import clip to characters, click the option box, and check &#039;&#039;&#039;Put clip in Trax Editor and visor&#039;&#039;&#039;.&lt;br /&gt;
#Click &#039;&#039;&#039;import clip&#039;&#039;&#039; and select the armwipe animation clip in the builder forger folder.&lt;br /&gt;
You&#039;ll immediately see the animation on the forger model.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_anim.jpg]]&lt;br /&gt;
&lt;br /&gt;
Last thing, go to the Trax Editor.&lt;br /&gt;
&lt;br /&gt;
On the trax toolbar click on the button with the red figure and + sign to &amp;quot;activate the character set track.&amp;lt;br&amp;gt;&lt;br /&gt;
(old image, should be the 7th button from the left)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:trax_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Right-click on the citywatch_body track and select -&amp;gt; &#039;&#039;&#039;Activate Keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All keyframes appear on the timeline and you can delete the track again. You can also delete the animation clip in the visor&lt;br /&gt;
&lt;br /&gt;
Now you can save the file and make adjustments to the animation if necessary.&lt;br /&gt;
&lt;br /&gt;
The animation clip you saved earlier can be applied to all the characters who are using the same animation rig. &lt;br /&gt;
&lt;br /&gt;
{{animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8686</id>
		<title>Using Character Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8686"/>
		<updated>2009-07-27T07:11:46Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;by Squill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who are using the same animation rig but also to layer your animation. This guide only covers exchanging animation. &lt;br /&gt;
&lt;br /&gt;
Global steps:&lt;br /&gt;
*Create animation clip from existing animation&lt;br /&gt;
*Export animation clip  &lt;br /&gt;
*Apply animation clip to another character&lt;br /&gt;
&lt;br /&gt;
Characters must use the same animation rig to exchange animations. &#039;&#039;&#039;citywatch_rig_00.mb&#039;&#039;&#039; is the basic Maya animation rig which contains a character set.&lt;br /&gt;
&lt;br /&gt;
[[Image:Animation_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=Don&#039;t forget to turn character sets &#039;&#039;&#039;OFF&#039;&#039;&#039; when your animating. Otherwise your creating keys on all animation controls.}}&lt;br /&gt;
&lt;br /&gt;
== Step 1) Create animation clip and export ==&lt;br /&gt;
&lt;br /&gt;
For this example i&#039;ll be using &#039;&#039;&#039;idle_armwipe.mb&#039;&#039;&#039; as the animation which we&#039;ll apply to the &#039;&#039;&#039;builder forger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.&lt;br /&gt;
&lt;br /&gt;
Citywatch_body is the name of the character set. You&#039;ll also see all the keyframes appear on the timeline. &lt;br /&gt;
&lt;br /&gt;
Check the length of the timeline in this scene (85 frames). Later on we&#039;ll need to set the same amount of frames in the new scene.&lt;br /&gt;
&lt;br /&gt;
An important thing before exporting: With the character set activated, select any control and set a key at the beginning and end of your animation to ensure that all the animation controls are copied and have their keys beginning at frame 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the character set activated open the &#039;&#039;&#039;Trax Editor&#039;&#039;&#039; (window -&amp;gt; Animation Editors).&lt;br /&gt;
&lt;br /&gt;
Go to Create -&amp;gt; Clip -&amp;gt; Option Box.&lt;br /&gt;
&lt;br /&gt;
Leave settings at their defaults and give it a name like &#039;&#039;&#039;idle_armwipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Press Create clip and close the Trax Editor.&lt;br /&gt;
# Open the &#039;&#039;&#039;Visor&#039;&#039;&#039; (Window -&amp;gt; General Editors)&lt;br /&gt;
# Under Character Clips you&#039;ll find animation clip -&amp;gt; idle_armwipe.&lt;br /&gt;
# Right click on it and choose -&amp;gt; Export.&lt;br /&gt;
# Give it a name, something like &#039;&#039;&#039;armwipe_clip&#039;&#039;&#039; and save it as an &#039;&#039;&#039;ma file&#039;&#039;&#039; in the builder_forger_mb folder&lt;br /&gt;
&lt;br /&gt;
== Step 2) Importing animation clip to builder forger ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;builder_forger_rig_01.mb&#039;&#039;&#039;. You don&#039;t have to save idle_armwipe.&lt;br /&gt;
# Save this file as another animation file (something like idle_armwipe.mb) in the forger folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
#First set the timeline to the same amount of frames like the idle_armwipe animation. &lt;br /&gt;
#Activate the character set citywatch_body.&lt;br /&gt;
#Open the Trax Editor.&lt;br /&gt;
#Go to File -&amp;gt; Import clip to characters, click the option box, and check &#039;&#039;&#039;Put clip in Trax Editor and visor&#039;&#039;&#039;.&lt;br /&gt;
#Click &#039;&#039;&#039;import clip&#039;&#039;&#039; and select the armwipe animation clip in the builder forger folder.&lt;br /&gt;
You&#039;ll immediately see the animation on the forger model.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_anim.jpg]]&lt;br /&gt;
&lt;br /&gt;
Last thing, go to the Trax Editor.&lt;br /&gt;
&lt;br /&gt;
On the trax toolbar click on the button with the red figure and + sign to &amp;quot;activate the character set track.&amp;lt;br&amp;gt;&lt;br /&gt;
(old image, should be the 7th button from the left)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:trax_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Right-click on the citywatch_body track and select -&amp;gt; &#039;&#039;&#039;Activate Keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All keyframes appear on the timeline and you can delete the track again. You can also delete the animation clip in the visor&lt;br /&gt;
&lt;br /&gt;
Now you can save the file and make adjustments to the animation if necessary.&lt;br /&gt;
&lt;br /&gt;
The animation clip you saved earlier can be applied to all the characters who are using the same animation rig. &lt;br /&gt;
&lt;br /&gt;
{{animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8685</id>
		<title>Using Character Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8685"/>
		<updated>2009-07-27T07:10:48Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;by Squill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who are using the same animation rig but also to layer your animation. This guide only covers exchanging animation. &lt;br /&gt;
&lt;br /&gt;
Global steps:&lt;br /&gt;
*Create animation clip from existing animation&lt;br /&gt;
*Export animation clip  &lt;br /&gt;
*Apply animation clip to another character&lt;br /&gt;
&lt;br /&gt;
Characters must use the same animation rig to exchange animations. &#039;&#039;&#039;citywatch_rig_00.mb&#039;&#039;&#039; is the basic Maya animation rig which contains a character set.&lt;br /&gt;
&lt;br /&gt;
[[Image:Animation_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=Don&#039;t forget to turn character sets &#039;&#039;&#039;OFF&#039;&#039;&#039; when your animating. Otherwise your creating keys on all animation controls.}}&lt;br /&gt;
&lt;br /&gt;
== Step 1) Create animation clip and export ==&lt;br /&gt;
&lt;br /&gt;
For this example i&#039;ll be using &#039;&#039;&#039;idle_armwipe.mb&#039;&#039;&#039; as the animation which we&#039;ll apply to the &#039;&#039;&#039;builder forger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.&lt;br /&gt;
&lt;br /&gt;
Citywatch_body is the name of the character set. You&#039;ll also see all the keyframes appear on the timeline. &lt;br /&gt;
&lt;br /&gt;
Check the length of the timeline in this scene (85 frames). Later on we&#039;ll need to set the same amount of frames in the new scene.&lt;br /&gt;
&lt;br /&gt;
An important thing before exporting: With the character set activated, select any control and set a key at the beginning and end of your animation to ensure that all the animation controls are copied and have their keys beginning at frame 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the character set activated open the &#039;&#039;&#039;Trax Editor&#039;&#039;&#039; (window -&amp;gt; Animation Editors).&lt;br /&gt;
&lt;br /&gt;
Go to Create -&amp;gt; Clip -&amp;gt; Option Box.&lt;br /&gt;
&lt;br /&gt;
Leave settings at their defaults and give it a name like &#039;&#039;&#039;idle_armwipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Press Create clip and close the Trax Editor.&lt;br /&gt;
# Open the &#039;&#039;&#039;Visor&#039;&#039;&#039; (Window -&amp;gt; General Editors)&lt;br /&gt;
# Under Character Clips you&#039;ll find animation clip -&amp;gt; idle_armwipe.&lt;br /&gt;
# Right click on it and choose -&amp;gt; Export.&lt;br /&gt;
# Give it a name, something like &#039;&#039;&#039;armwipe_clip&#039;&#039;&#039; and save it as an &#039;&#039;&#039;ma file&#039;&#039;&#039; in the builder_forger_mb folder&lt;br /&gt;
&lt;br /&gt;
== Step 2) Importing animation clip to builder forger ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;builder_forger_rig_01.mb&#039;&#039;&#039;. You don&#039;t have to save idle_armwipe.&lt;br /&gt;
# Save this file as another animation file (something like idle_armwipe.mb) in the forger folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
#First set the timeline to the same amount of frames like the idle_armwipe animation. &lt;br /&gt;
#Activate the character set citywatch_body.&lt;br /&gt;
#Open the Trax Editor.&lt;br /&gt;
#Go to File -&amp;gt; Import clip to characters, click the option box, and check &#039;&#039;&#039;Put clip in Trax Editor and visor&#039;&#039;&#039;.&lt;br /&gt;
#Click &#039;&#039;&#039;import clip&#039;&#039;&#039; and select the armwipe animation clip in the builder forger folder.&lt;br /&gt;
You&#039;ll immediately see the animation on the forger model.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_anim.jpg]]&lt;br /&gt;
&lt;br /&gt;
Last thing, go to the Trax Editor.&lt;br /&gt;
&lt;br /&gt;
On the trax toolbar click on the button with the red figure and + sign to &amp;quot;activate the character set track.&lt;br /&gt;
(old image, should be the 6th button)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:trax_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Right-click on the citywatch_body track and select -&amp;gt; &#039;&#039;&#039;Activate Keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All keyframes appear on the timeline and you can delete the track again. You can also delete the animation clip in the visor&lt;br /&gt;
&lt;br /&gt;
Now you can save the file and make adjustments to the animation if necessary.&lt;br /&gt;
&lt;br /&gt;
The animation clip you saved earlier can be applied to all the characters who are using the same animation rig. &lt;br /&gt;
&lt;br /&gt;
{{animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8684</id>
		<title>Using Character Sets</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_Character_Sets&amp;diff=8684"/>
		<updated>2009-07-27T07:10:16Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;by Squill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide explains the basic use of character sets in Maya. Character sets can be used to exchange animations between Darkmod characters who are using the same animation rig but also to layer your animation. This guide only covers exchanging animation. &lt;br /&gt;
&lt;br /&gt;
Global steps:&lt;br /&gt;
*Create animation clip from existing animation&lt;br /&gt;
*Export animation clip  &lt;br /&gt;
*Apply animation clip to another character&lt;br /&gt;
&lt;br /&gt;
Characters must use the same animation rig to exchange animations. &#039;&#039;&#039;citywatch_rig_00.mb&#039;&#039;&#039; is the basic Maya animation rig which contains a character set.&lt;br /&gt;
&lt;br /&gt;
[[Image:Animation_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=Don&#039;t forget to turn character sets &#039;&#039;&#039;OFF&#039;&#039;&#039; when your animating. Otherwise your creating keys on all animation controls.}}&lt;br /&gt;
&lt;br /&gt;
== Step 1) Create animation clip and export ==&lt;br /&gt;
&lt;br /&gt;
For this example i&#039;ll be using &#039;&#039;&#039;idle_armwipe.mb&#039;&#039;&#039; as the animation which we&#039;ll apply to the &#039;&#039;&#039;builder forger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Open idle_armwipe in Maya. To activate the character set, press the arrow which is on the right side below the timeline.&lt;br /&gt;
&lt;br /&gt;
Citywatch_body is the name of the character set. You&#039;ll also see all the keyframes appear on the timeline. &lt;br /&gt;
&lt;br /&gt;
Check the length of the timeline in this scene (85 frames). Later on we&#039;ll need to set the same amount of frames in the new scene.&lt;br /&gt;
&lt;br /&gt;
An important thing before exporting: With the character set activated, select any control and set a key at the beginning and end of your animation to ensure that all the animation controls are copied and have their keys beginning at frame 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the character set activated open the &#039;&#039;&#039;Trax Editor&#039;&#039;&#039; (window -&amp;gt; Animation Editors).&lt;br /&gt;
&lt;br /&gt;
Go to Create -&amp;gt; Clip -&amp;gt; Option Box.&lt;br /&gt;
&lt;br /&gt;
Leave settings at their defaults and give it a name like &#039;&#039;&#039;idle_armwipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
# Press Create clip and close the Trax Editor.&lt;br /&gt;
# Open the &#039;&#039;&#039;Visor&#039;&#039;&#039; (Window -&amp;gt; General Editors)&lt;br /&gt;
# Under Character Clips you&#039;ll find animation clip -&amp;gt; idle_armwipe.&lt;br /&gt;
# Right click on it and choose -&amp;gt; Export.&lt;br /&gt;
# Give it a name, something like &#039;&#039;&#039;armwipe_clip&#039;&#039;&#039; and save it as an &#039;&#039;&#039;ma file&#039;&#039;&#039; in the builder_forger_mb folder&lt;br /&gt;
&lt;br /&gt;
== Step 2) Importing animation clip to builder forger ==&lt;br /&gt;
&lt;br /&gt;
# Open &#039;&#039;&#039;builder_forger_rig_01.mb&#039;&#039;&#039;. You don&#039;t have to save idle_armwipe.&lt;br /&gt;
# Save this file as another animation file (something like idle_armwipe.mb) in the forger folder.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_rig.jpg]]&lt;br /&gt;
&lt;br /&gt;
#First set the timeline to the same amount of frames like the idle_armwipe animation. &lt;br /&gt;
#Activate the character set citywatch_body.&lt;br /&gt;
#Open the Trax Editor.&lt;br /&gt;
#Go to File -&amp;gt; Import clip to characters, click the option box, and check &#039;&#039;&#039;Put clip in Trax Editor and visor&#039;&#039;&#039;.&lt;br /&gt;
#Click &#039;&#039;&#039;import clip&#039;&#039;&#039; and select the armwipe animation clip in the builder forger folder.&lt;br /&gt;
You&#039;ll immediately see the animation on the forger model.&lt;br /&gt;
&lt;br /&gt;
[[Image:forger_anim.jpg]]&lt;br /&gt;
&lt;br /&gt;
Last thing, go to the Trax Editor.&lt;br /&gt;
&lt;br /&gt;
On the trax toolbar click on the button with the red figure and + sign to &amp;quot;activate the character set track.&lt;br /&gt;
(old image, should be the 6th button)&lt;br /&gt;
[[Image:trax_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Right-click on the citywatch_body track and select -&amp;gt; &#039;&#039;&#039;Activate Keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All keyframes appear on the timeline and you can delete the track again. You can also delete the animation clip in the visor&lt;br /&gt;
&lt;br /&gt;
Now you can save the file and make adjustments to the animation if necessary.&lt;br /&gt;
&lt;br /&gt;
The animation clip you saved earlier can be applied to all the characters who are using the same animation rig. &lt;br /&gt;
&lt;br /&gt;
{{animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8346</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8346"/>
		<updated>2009-05-23T12:10:55Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
*Your scene (meaning visor/trax editor) should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
*Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
*Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
*Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
*Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
*Click the icon with a red stick figure and a + to activate the character track called citywatch_body.&lt;br /&gt;
*Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
*The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
*Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
*If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;br /&gt;
&lt;br /&gt;
{{Animation}}&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=8345</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=8345"/>
		<updated>2009-05-23T12:06:55Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
[[Image:contact_pose.jpg]]&lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
[[Image:Graph_walk.jpg]]&lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s something you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more reference you can look into this animation file which is the standard walk on 36 frames: http://72.8.59.188/TheDarkMod/wiki/walk36.zip&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8340</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8340"/>
		<updated>2009-05-19T20:03:04Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
*Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
*Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
*Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
*Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
*Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
*Click the icon with a red stick figure and a + to activate the character track called citywatch_body.&lt;br /&gt;
*Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
*The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
*Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
*If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8339</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8339"/>
		<updated>2009-05-19T20:01:39Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
*Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
*Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
*Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
*Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
*Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
*Click the icon with a red stick figure and a + to active the character track.&lt;br /&gt;
*Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
*The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
*Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
*If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8338</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8338"/>
		<updated>2009-05-19T20:00:46Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
Click the icon with a red stick figure and a + to active the character track.&lt;br /&gt;
Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8337</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8337"/>
		<updated>2009-05-19T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
    * Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
    * Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
    * Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
    * Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
    * Click the icon with a red stick figure and a + to active the character track.&lt;br /&gt;
    * Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
    * The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
    * Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
    * If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8336</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8336"/>
		<updated>2009-05-19T20:00:10Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
    * Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Import pose to the character set ==&lt;br /&gt;
&lt;br /&gt;
    * Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
    * Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
    * Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
    * Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
    * Click the icon with a red stick figure and a + to active the character track.&lt;br /&gt;
    * Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
&lt;br /&gt;
== Apply pose to animation ==&lt;br /&gt;
&lt;br /&gt;
    * The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
    * Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
    * If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8335</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8335"/>
		<updated>2009-05-19T19:59:05Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
    * Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Importing poses ==&lt;br /&gt;
&lt;br /&gt;
    * Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Press RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
    * Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
    * Activate character set&lt;br /&gt;
[[Image:time_line.jpg]]&lt;br /&gt;
    * Open the trax editor. Window -&amp;gt; Animation Editors -&amp;gt; Trax Editor.&lt;br /&gt;
    * Click the icon with a red stick figure and a + to active the character track.&lt;br /&gt;
    * Go back to the visor and drag(MMB) the pose in the &#039;&#039;&#039;unused poses&#039;&#039;&#039; tab from the visor to the citywatch_body track in the trax editor.&lt;br /&gt;
    * The pose is now attached to the character set and you can delete the pose clip from the trax editor and in the &amp;quot;Unused poses&amp;quot; tab in the visor.&lt;br /&gt;
    * Go to frame 0 and RMB -&amp;gt; Apply Pose on the pose file in the visor (Character Poses tab)&lt;br /&gt;
    * If you have autokey turned on it will key the whole pose, otherwise select a controller and set a keyframe which will also set keys on all the controllers for the new pose.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8334</id>
		<title>Add new poses</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Add_new_poses&amp;diff=8334"/>
		<updated>2009-05-19T19:50:30Z</updated>

		<summary type="html">&lt;p&gt;Squill: New page: == Start with a clean file ==      * Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)  == Im...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start with a clean file ==&lt;br /&gt;
&lt;br /&gt;
    * Your scene should be empty once you start applying poses/anim clips. Delete any poses/anim clips in the visor (character clips/ character poses)&lt;br /&gt;
&lt;br /&gt;
== Importing poses ==&lt;br /&gt;
&lt;br /&gt;
    * Open the visor and go to the &#039;&#039;&#039;Unused Poses&#039;&#039;&#039; tab. Then RMB -&amp;gt; File -&amp;gt; Import&lt;br /&gt;
    * Choose the pose file (comba_pose.ma or idle_pose.ma in the proguard/clips folder)&lt;br /&gt;
    * Activate character set&lt;br /&gt;
    * Open Window, Animation, Trax&lt;br /&gt;
    * If only see green &amp;quot;Sound&amp;quot; track heading, have to click the icon with a red stick figure and a +&lt;br /&gt;
    * drag(MMB) the combat pose from the visor to the &amp;quot;citywatch&amp;quot; heading in the trax editor (doesn&#039;t matter where)&lt;br /&gt;
    * delete the pose from the trax editor, and also the &amp;quot;Unused poses&amp;quot; tab in the visor now the pose is added to the &amp;quot;Character poses&amp;quot; tab in the visor&lt;br /&gt;
    * Deactivate the character set.&lt;br /&gt;
    * Go to frame 0&lt;br /&gt;
    * Go to the Character Poses tab in the visor, RMB click -&amp;gt; apply pose.&lt;br /&gt;
    * This adds the pose and you can key any part of the whole pose. If you play the anim without setting keys, it snaps back to normal, so it&#039;s like you just moved the body parts there yourself.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=8333</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=8333"/>
		<updated>2009-05-19T19:44:47Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Animation|topic=animations and models}}&lt;br /&gt;
&lt;br /&gt;
Articles related to animating models:&lt;br /&gt;
*[[Add new poses]] - How to add poses in animations &lt;br /&gt;
*[[Using the Animation Rig ]] - character animation controls in Maya&lt;br /&gt;
*[[Using Character Sets]] - How to exchange animations in Maya&lt;br /&gt;
*[[Animation_Information|Animation Information]] - How Doom 3 animation is handled in the Dark Mod&lt;br /&gt;
*[[Motion Builder tutorial]]&lt;br /&gt;
*[[Domarius&#039;s animation tips]]&lt;br /&gt;
*[[Motion Builder - exporting an animation to an .mb]]&lt;br /&gt;
*[[Motion Builder - Mirroring an existing animation]]&lt;br /&gt;
*[[Getting Characters and their Anims into Doom]]&lt;br /&gt;
*[[Overriding animations via attached objects]]&lt;br /&gt;
*[[Animated static objects]] - What to add to .def files to give animated objects collision models&lt;br /&gt;
*[[Particle Attachment for AI]]&lt;br /&gt;
*[[Animation playback speed]] - how to tweak playback speed without re-exporting assets&lt;br /&gt;
*[[Animation Links]] - tutorials and examples&lt;br /&gt;
*[[Domarius&#039; animation reference footage]]&lt;br /&gt;
*[[Animating a walk cycle in Motion Builder]] - WIP tutorial by Domarius&lt;br /&gt;
*[[Creating a walkcycle]] - animation tips by Squill&lt;br /&gt;
*[[Animation guide Squill]] &lt;br /&gt;
*[[Maya Animation Layers]]&lt;br /&gt;
{{animation}}&lt;br /&gt;
*[[Animation Rig notes]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=8332</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=8332"/>
		<updated>2009-05-19T19:44:21Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Animation|topic=animations and models}}&lt;br /&gt;
&lt;br /&gt;
Articles related to animating models:&lt;br /&gt;
*[[Add new poses]] - adding poses to animations &lt;br /&gt;
*[[Using the Animation Rig ]] - character animation controls in Maya&lt;br /&gt;
*[[Using Character Sets]] - How to exchange animations in Maya&lt;br /&gt;
*[[Animation_Information|Animation Information]] - How Doom 3 animation is handled in the Dark Mod&lt;br /&gt;
*[[Motion Builder tutorial]]&lt;br /&gt;
*[[Domarius&#039;s animation tips]]&lt;br /&gt;
*[[Motion Builder - exporting an animation to an .mb]]&lt;br /&gt;
*[[Motion Builder - Mirroring an existing animation]]&lt;br /&gt;
*[[Getting Characters and their Anims into Doom]]&lt;br /&gt;
*[[Overriding animations via attached objects]]&lt;br /&gt;
*[[Animated static objects]] - What to add to .def files to give animated objects collision models&lt;br /&gt;
*[[Particle Attachment for AI]]&lt;br /&gt;
*[[Animation playback speed]] - how to tweak playback speed without re-exporting assets&lt;br /&gt;
*[[Animation Links]] - tutorials and examples&lt;br /&gt;
*[[Domarius&#039; animation reference footage]]&lt;br /&gt;
*[[Animating a walk cycle in Motion Builder]] - WIP tutorial by Domarius&lt;br /&gt;
*[[Creating a walkcycle]] - animation tips by Squill&lt;br /&gt;
*[[Animation guide Squill]] &lt;br /&gt;
*[[Maya Animation Layers]]&lt;br /&gt;
{{animation}}&lt;br /&gt;
*[[Animation Rig notes]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7991</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7991"/>
		<updated>2009-04-07T22:06:35Z</updated>

		<summary type="html">&lt;p&gt;Squill: /* IK/FK arm switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A basic overview of the animation controls in the (proguard)animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
If you select the foot control you can find more custom options in the toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;IK&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both options to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7990</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7990"/>
		<updated>2009-04-07T22:02:51Z</updated>

		<summary type="html">&lt;p&gt;Squill: /* IK/FK arm switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A basic overview of the animation controls in the (proguard)animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
If you select the foot control you can find more custom options in the toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both options to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7989</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7989"/>
		<updated>2009-04-07T22:00:27Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A basic overview of the animation controls in the (proguard)animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
If you select the foot control you can find more custom options in the toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7988</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7988"/>
		<updated>2009-04-07T21:59:59Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A basic overview of the animation controls in the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
If you select the foot control you can find more custom options in the toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7987</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7987"/>
		<updated>2009-04-07T21:59:48Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A basic overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
If you select the foot control you can find more custom options in the toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rig_overview.jpg&amp;diff=7986</id>
		<title>File:Rig overview.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rig_overview.jpg&amp;diff=7986"/>
		<updated>2009-04-07T21:58:38Z</updated>

		<summary type="html">&lt;p&gt;Squill: uploaded a new version of &amp;quot;Image:Rig overview.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7985</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7985"/>
		<updated>2009-04-07T21:56:43Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
If you select the foot control you can find more custom options in the toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7984</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7984"/>
		<updated>2009-04-07T21:54:55Z</updated>

		<summary type="html">&lt;p&gt;Squill: /* Foot ctrls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
Under the foot control are more custom options that you can find in toolbox menu. &#039;&#039;&#039;Lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;Lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Footctrl.jpg&amp;diff=7983</id>
		<title>File:Footctrl.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Footctrl.jpg&amp;diff=7983"/>
		<updated>2009-04-07T21:53:48Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7982</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7982"/>
		<updated>2009-04-07T21:53:33Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foot ctrls ==&lt;br /&gt;
&lt;br /&gt;
The foot control has more custom option in toolbox menu like &#039;&#039;&#039;lift heel&#039;&#039;&#039; to animate a roll for walking and &#039;&#039;&#039;lift toe&#039;&#039;&#039; to animate the toes.&lt;br /&gt;
&lt;br /&gt;
[[Image:footctrl.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7981</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7981"/>
		<updated>2009-04-07T21:48:07Z</updated>

		<summary type="html">&lt;p&gt;Squill: /* IK/FK arm switch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll find the next 2 options (below). Change both to 1 to set IK on the arms. The hand ctrl will change to a different control object and elbow controls show up behind the model.&lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7980</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7980"/>
		<updated>2009-04-07T21:42:58Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to &#039;&#039;&#039;FK&#039;&#039;&#039;. To switch the arms to &#039;&#039;&#039;Ik&#039;&#039;&#039; select the move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll the next 2 options. Set both to 1 to set IK on the arms. The shape of the hand ctrl will change to a different controller &lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Switch.jpg&amp;diff=7979</id>
		<title>File:Switch.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Switch.jpg&amp;diff=7979"/>
		<updated>2009-04-07T21:36:07Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7978</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7978"/>
		<updated>2009-04-07T21:35:50Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
== IK/FK arm switch ==&lt;br /&gt;
&lt;br /&gt;
In the default state the arms are set to FK. To switch the arms toIk select -&amp;gt; move control and look into the toolbox menu.&lt;br /&gt;
You&#039;ll the next 2 options. Set both to 1 to set IK on the arms.  &lt;br /&gt;
&lt;br /&gt;
[[Image:switch.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Rig_overview.jpg&amp;diff=7977</id>
		<title>File:Rig overview.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Rig_overview.jpg&amp;diff=7977"/>
		<updated>2009-04-07T21:29:35Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7976</id>
		<title>Using the Animation Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Using_the_Animation_Rig&amp;diff=7976"/>
		<updated>2009-04-07T21:29:22Z</updated>

		<summary type="html">&lt;p&gt;Squill: New page: An overview of the animation controls on the latest animation rig.  Image:rig_overview.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An overview of the animation controls on the latest animation rig.&lt;br /&gt;
&lt;br /&gt;
[[Image:rig_overview.jpg]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=7975</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=7975"/>
		<updated>2009-04-07T21:27:39Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Animation|topic=animations and models}}&lt;br /&gt;
&lt;br /&gt;
Articles related to animating models:&lt;br /&gt;
*[[Using the Animation Rig ]] - character animation controls in Maya&lt;br /&gt;
*[[Using Character Sets]] - How to exchange animations in Maya&lt;br /&gt;
*[[Animation_Information|Animation Information]] - How Doom 3 animation is handled in the Dark Mod&lt;br /&gt;
*[[Motion Builder tutorial]]&lt;br /&gt;
*[[Domarius&#039;s animation tips]]&lt;br /&gt;
*[[Motion Builder - exporting an animation to an .mb]]&lt;br /&gt;
*[[Motion Builder - Mirroring an existing animation]]&lt;br /&gt;
*[[Getting Characters and their Anims into Doom]]&lt;br /&gt;
*[[Overriding animations via attached objects]]&lt;br /&gt;
*[[Animated static objects]] - What to add to .def files to give animated objects collision models&lt;br /&gt;
*[[Particle Attachment for AI]]&lt;br /&gt;
*[[Animation playback speed]] - how to tweak playback speed without re-exporting assets&lt;br /&gt;
*[[Animation Links]] - tutorials and examples&lt;br /&gt;
*[[Domarius&#039; animation reference footage]]&lt;br /&gt;
*[[Animating a walk cycle in Motion Builder]] - WIP tutorial by Domarius&lt;br /&gt;
*[[Creating a walkcycle]] - animation tips by Squill&lt;br /&gt;
*[[Animation guide Squill]] &lt;br /&gt;
*[[Maya Animation Layers]]&lt;br /&gt;
{{animation}}&lt;br /&gt;
*[[Animation Rig notes]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=7974</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=7974"/>
		<updated>2009-04-07T21:26:55Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Animation|topic=animations and models}}&lt;br /&gt;
&lt;br /&gt;
Articles related to animating models:&lt;br /&gt;
*[[Animation Rig V2]] - character animation controls in Maya&lt;br /&gt;
*[[Using Character Sets]] - How to exchange animations in Maya&lt;br /&gt;
*[[Animation_Information|Animation Information]] - How Doom 3 animation is handled in the Dark Mod&lt;br /&gt;
*[[Motion Builder tutorial]]&lt;br /&gt;
*[[Domarius&#039;s animation tips]]&lt;br /&gt;
*[[Motion Builder - exporting an animation to an .mb]]&lt;br /&gt;
*[[Motion Builder - Mirroring an existing animation]]&lt;br /&gt;
*[[Getting Characters and their Anims into Doom]]&lt;br /&gt;
*[[Overriding animations via attached objects]]&lt;br /&gt;
*[[Animated static objects]] - What to add to .def files to give animated objects collision models&lt;br /&gt;
*[[Particle Attachment for AI]]&lt;br /&gt;
*[[Animation playback speed]] - how to tweak playback speed without re-exporting assets&lt;br /&gt;
*[[Animation Links]] - tutorials and examples&lt;br /&gt;
*[[Domarius&#039; animation reference footage]]&lt;br /&gt;
*[[Animating a walk cycle in Motion Builder]] - WIP tutorial by Domarius&lt;br /&gt;
*[[Creating a walkcycle]] - animation tips by Squill&lt;br /&gt;
*[[Animation guide Squill]] &lt;br /&gt;
*[[Maya Animation Layers]]&lt;br /&gt;
{{animation}}&lt;br /&gt;
*[[Animation Rig notes]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:IKswitch.jpg&amp;diff=7936</id>
		<title>File:IKswitch.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:IKswitch.jpg&amp;diff=7936"/>
		<updated>2009-03-22T08:28:12Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7935</id>
		<title>Animation Rig notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7935"/>
		<updated>2009-03-22T08:28:00Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animation Rig Notes == &lt;br /&gt;
&lt;br /&gt;
* proguardmesh_rev2.mb = used to create character animations for any DM characters. The rig includes IK legs and both IK and FK options for the arms.&lt;br /&gt;
[[Image:IKswitch.jpg]]&lt;br /&gt;
* proguardmesh_export.mb = used for exporting the model (headless)&lt;br /&gt;
&lt;br /&gt;
== Exporting Notes == &lt;br /&gt;
&lt;br /&gt;
* Current scale of the mesh and animations is set to 0.97&lt;br /&gt;
* If you scale the model you should add the same scale values to the animations (animation scales the model).&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7934</id>
		<title>Animation Rig notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7934"/>
		<updated>2009-03-22T08:27:22Z</updated>

		<summary type="html">&lt;p&gt;Squill: /* Animation Rig Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animation Rig Notes == &lt;br /&gt;
&lt;br /&gt;
* proguardmesh_rev2.mb = used to create character animations for any DM characters. The rig includes IK legs and both IK and FK options for the arms.&lt;br /&gt;
[[image.jpg]]&lt;br /&gt;
* proguardmesh_export.mb = used for exporting the model (headless)&lt;br /&gt;
&lt;br /&gt;
== Exporting Notes == &lt;br /&gt;
&lt;br /&gt;
* Current scale of the mesh and animations is set to 0.97&lt;br /&gt;
* If you scale the model you should add the same scale values to the animations (animation scales the model).&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7933</id>
		<title>Animation Rig notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7933"/>
		<updated>2009-03-22T08:23:38Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animation Rig Notes == &lt;br /&gt;
&lt;br /&gt;
* proguardmesh_rev2.mb = used to create character animations for any DM characters. The rig includes IK legs and both IK and FK options for the arms.&lt;br /&gt;
* proguardmesh_export.mb = used for exporting the model (headless)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exporting Notes == &lt;br /&gt;
&lt;br /&gt;
* Current scale of the mesh and animations is set to 0.97&lt;br /&gt;
* If you scale the model you should add the same scale values to the animations (animation scales the model).&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7932</id>
		<title>Animation Rig notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation_Rig_notes&amp;diff=7932"/>
		<updated>2009-03-22T08:19:00Z</updated>

		<summary type="html">&lt;p&gt;Squill: New page: == Animation Rig Notes ==   * proguardmesh_rev2.mb = used to create character animations for any DM characters. The rig includes IK legs and both IK and FK options for the arms. * proguard...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animation Rig Notes == &lt;br /&gt;
&lt;br /&gt;
* proguardmesh_rev2.mb = used to create character animations for any DM characters. The rig includes IK legs and both IK and FK options for the arms.&lt;br /&gt;
* proguardmesh_export.mb = used for exporting the model (headless)&lt;br /&gt;
&lt;br /&gt;
== Exporting Notes == &lt;br /&gt;
&lt;br /&gt;
* Current scale of the mesh and animations is set to 0.97&lt;br /&gt;
* If you scale the model you should add the same scale values to the animations (animation scales the model).&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=7931</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=7931"/>
		<updated>2009-03-22T08:11:20Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Animation|topic=animations and models}}&lt;br /&gt;
&lt;br /&gt;
Articles related to animating models:&lt;br /&gt;
*[[Using Character Sets]] - How to exchange animations in Maya&lt;br /&gt;
*[[Animation_Information|Animation Information]] - How Doom 3 animation is handled in the Dark Mod&lt;br /&gt;
*[[Motion Builder tutorial]]&lt;br /&gt;
*[[Domarius&#039;s animation tips]]&lt;br /&gt;
*[[Motion Builder - exporting an animation to an .mb]]&lt;br /&gt;
*[[Motion Builder - Mirroring an existing animation]]&lt;br /&gt;
*[[Getting Characters and their Anims into Doom]]&lt;br /&gt;
*[[Overriding animations via attached objects]]&lt;br /&gt;
*[[Animated static objects]] - What to add to .def files to give animated objects collision models&lt;br /&gt;
*[[Particle Attachment for AI]]&lt;br /&gt;
*[[Animation playback speed]] - how to tweak playback speed without re-exporting assets&lt;br /&gt;
*[[Animation Links]] - tutorials and examples&lt;br /&gt;
*[[Domarius&#039; animation reference footage]]&lt;br /&gt;
*[[Animating a walk cycle in Motion Builder]] - WIP tutorial by Domarius&lt;br /&gt;
*[[Creating a walkcycle]] - animation tips by Squill&lt;br /&gt;
*[[Animation guide Squill]] &lt;br /&gt;
*[[Maya Animation Layers]]&lt;br /&gt;
{{animation}}&lt;br /&gt;
*[[Animation Rig notes]]&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7873</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7873"/>
		<updated>2009-03-02T15:58:17Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
[[Image:contact_pose.jpg]]&lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
[[Image:Graph_walk.jpg]]&lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s sometime you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*For more reference you can look into this animation file which is the standard walk on 36 frames: http://72.8.59.188/TheDarkMod/wiki/walk36.zip&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7872</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7872"/>
		<updated>2009-03-02T15:57:52Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
[[Image:contact_pose.jpg]]&lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
[[Image:Graph_walk.jpg]]&lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s sometime you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;br /&gt;
&lt;br /&gt;
*For more reference you can look into this animation file which is the standard walk on 36 frames: http://72.8.59.188/TheDarkMod/wiki/walk36.zip&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Contact_pose.jpg&amp;diff=7871</id>
		<title>File:Contact pose.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Contact_pose.jpg&amp;diff=7871"/>
		<updated>2009-03-02T11:13:55Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7870</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7870"/>
		<updated>2009-03-02T11:13:47Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
[[Image:contact_pose.jpg]]&lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
[[Image:Graph_walk.jpg]]&lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s sometime you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7869</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7869"/>
		<updated>2009-03-02T11:09:34Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
[[Image:Graph_walk.jpg]]&lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s sometime you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=File:Graph_walk.jpg&amp;diff=7868</id>
		<title>File:Graph walk.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=File:Graph_walk.jpg&amp;diff=7868"/>
		<updated>2009-03-02T11:09:02Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7867</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7867"/>
		<updated>2009-03-02T11:08:22Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
[[Image:Graph.jpg]]&lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s sometime you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7866</id>
		<title>Creating a walkcycle</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Creating_a_walkcycle&amp;diff=7866"/>
		<updated>2009-03-02T10:52:02Z</updated>

		<summary type="html">&lt;p&gt;Squill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a global description of how i create a basic walkcycle in general - Squill&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve got your rig you can setup the scene. For a standard walkcycle I usually take 24 frames (2 steps in 1 second). For the darkmod guards i used 36 frames which is a more relaxed walk speed.&lt;br /&gt;
* Start with placing the feet in the &amp;quot;contact pose&amp;quot; at frame 0. Don&#039;t start at frame 1 because this creates uneven frames and will cause 1 of the feet to slide in the end. &lt;br /&gt;
* The foot behind is lifting the heel a bit so your character is standing on the ball of his foot. Use the lift heel option on the foot ctrl&#039;s (sometimes called roll) to do this.  &lt;br /&gt;
* Copy the keys of frame 0 of the feet to the last frame (24) making it a loop.&lt;br /&gt;
* Do the same on frame 12 but with the feet posed reversed.&lt;br /&gt;
* At this point i&#039;ll check the Z-axis transform(your character is facing the Z-axis in this example) of the feet in the graph/curve editor.&lt;br /&gt;
* From the moment a foot first hits the ground until it lifts up again, the transform curve should be a linear curve because it&#039;s flat on the ground (frame 0-12 for left foot/12-24 for right foot). &lt;br /&gt;
* Same thing for the up axis(Y) which should be 0 and flat in the graph editor. &lt;br /&gt;
* You can take 1 or 2 frames for the foot to rotate flat on the ground after the contact pose.  &lt;br /&gt;
* At frame 10 select the foot that&#039;s moving forward and move it up a bit and rotate the heel up with the toe&#039;s pointing down. That&#039;s your basic passing pose, you may have to lock the other foot on the ground if it&#039;s floating.&lt;br /&gt;
* About 3 or 4 frames after the contact pose i rotate the foot behind almost vertical and place it just above the ground which creates the illusion of the foot pushing itself off the ground. It takes lot of practice to get the roll of the foot right while it pushes of. &lt;br /&gt;
*You&#039;ll probably see the knees snap but that&#039;s sometime you can fix by watching the curves carefully and placing the right keys. &lt;br /&gt;
* Don&#039;t set to much keys on the feet but just the ones which define the movements and it&#039;s also easier to edit instead of having to tweak a whole bunch of keys.&lt;br /&gt;
* Now you have the basic movement of the feet and you can start working on the hips.&lt;br /&gt;
* First focus on the up &amp;amp; down movement. After the contact pose it moves slightly down, from the passing pose it goes back up.&lt;br /&gt;
* If you exaggerate the hip movement you can exactly see what it&#039;s doing. Observe and learn how people are walking, everyone walks different, adding weight to your animation makes it come alive and believable.&lt;br /&gt;
* I go back and forth between the legs and hips until i&#039;m satisfied with the movements. Only after i&#039;ve got the global movements of the hips and feet right i&#039;ll move on to the upper body.&lt;/div&gt;</summary>
		<author><name>Squill</name></author>
	</entry>
</feed>