90 + Complex animations and variable behaviors with some command button interface.
Animations were inspired by and emulate clips which are referenced in the animation names.
This is an easy effect to get and i hope to see more people attempt it.
Thanks to the bodylanguage plugin audio is now included.
"EXAMPLE" videos include models NOT included in this scene. They are for reference and demonstration of scene model compatability.
SCENE USE:
Do not move "lap" atom or it will break the interactions.
use the "Fit Test" button when changing looks and adjust dimensions to fit with measuring references in the scene.
This should allow for close enough alignment of assets for any look you have to function, with a bit of tweaking.
Cross compatibility of "Auto" scenes:
Look for more "auto animated" scenes to be posted soon with new models. Each of these scenes will be cross compatible with eachother in that the animations from any of them can be imported into any other to build a custom library of animations.
In TIMELINE, "more" tab, import/export. Export the animations you want to add to another scene and import through the same interface. What makes this possible is that the position of the control nodes will never change between "auto" scenes to prevent interactive alignment breakage.
DIY ANIMATION TIPS:
Timeline allows animations to link to sort of "folders" of animations based on the naming convention.
all animations named stand/ XXXX are in the "stand" folder which allows you to randomize behaviors by not targeting a specific follow up animation, but instead a "folder" of animations. Then i set up exit animations as part of that group which can be RNGd to allow for spontaneous changes of position to, say, the "kneel/" or "ride/" folders. This allows for a lot of variety in the animations.
Don't worry about any asthetic dependencies, All you really need are the morphs for hands and face animations.
Animations were inspired by and emulate clips which are referenced in the animation names.
This is an easy effect to get and i hope to see more people attempt it.
Thanks to the bodylanguage plugin audio is now included.
"EXAMPLE" videos include models NOT included in this scene. They are for reference and demonstration of scene model compatability.
SCENE USE:
Do not move "lap" atom or it will break the interactions.
use the "Fit Test" button when changing looks and adjust dimensions to fit with measuring references in the scene.
This should allow for close enough alignment of assets for any look you have to function, with a bit of tweaking.
Cross compatibility of "Auto" scenes:
Look for more "auto animated" scenes to be posted soon with new models. Each of these scenes will be cross compatible with eachother in that the animations from any of them can be imported into any other to build a custom library of animations.
In TIMELINE, "more" tab, import/export. Export the animations you want to add to another scene and import through the same interface. What makes this possible is that the position of the control nodes will never change between "auto" scenes to prevent interactive alignment breakage.
DIY ANIMATION TIPS:
Timeline allows animations to link to sort of "folders" of animations based on the naming convention.
all animations named stand/ XXXX are in the "stand" folder which allows you to randomize behaviors by not targeting a specific follow up animation, but instead a "folder" of animations. Then i set up exit animations as part of that group which can be RNGd to allow for spontaneous changes of position to, say, the "kneel/" or "ride/" folders. This allows for a lot of variety in the animations.
Don't worry about any asthetic dependencies, All you really need are the morphs for hands and face animations.
The goal is that each one will have animations that can be brought together into a super big library of animations, but taken individually they show consistant personality and reflect the model's inspiration.