The entire goal of this plugin is that you can have an atom move, align precisely to not screw up interaction animations, and exit from the animations in a walking segment, without messing up nodes. If you aren't moving the models, you can play whatever animations you want without the plugin triggering other animations.
Demo Here(same scene):
Things you can accomplish:
To Use:
Have a single timeline added to a model and add the movement plugin to a person atom, point it to a valid atom you want to follow, you can also use just the right controller or just the left controller and adjust the sensitivity by checking the "use controllers" box.
To walk to a location you will need to have a walk cycle animated in timeline named "walk 1" the model will play that animation and on stop will play "on stop 1" if you have it. Timeline will let you break a loop with a non-loop so its better to just have a really long "on stop 1" animation.
Animations:
The plugin will automatically play animations on the single timeline plugin on your model, they have to be named specifically, this actually saves you from manually pointing a non-savable action button at each of them, so you can import a set of animations in timeline and have virtually no setup time provided they're named so the plugin can find them.
Animation Naming:
walk 1
walk 2
...
walk 12
(on stop is just what you want to play when model's stopped, i reccommend a non-loop since it will break a walk loop)
on stop 1
on stop 2
...
on stop 12
back 1
....
back 12
(optional)
Slider explantation:
Follow Distance: how far away before model starts walking towards a target
Alignment Distance: exact distance you want model to be from another atom when aligned
Move Back Distance: distance where model will move back from another atom (this is basically just to keep models from merging right now)
Follow: enables following, always has to be on for plugin to be active
Use Controllers: use VR controllers to point and click where to walk
Use Right/Left Controller: want to use just one controller on just one model, doable
Controller Sensitivity: are your controllers more than one year old? you need this
Rotation Speed: less than 1 is really slow, 5 is unnaturally fast, but your model won't endlessly circle a target.
Acceleration: model acceleration, more than .3 is getting pretty fast
Forward Goal Velocity: max velocity, 1 is really fast
Alignment Time is how long you want to spend (in seconds) getting aligned to the alignment distance, needs to be adjusted if you change the model's move speed, a value of 0.3 is pretty universal-ish
Debug Align: Aligns a model to another model/atom at the Alignment Distance, doesn't trigger animations
Velocity Deadzone: how fast your model has to be moving to trigger animation cycles/on stop animations
Animation Set: the next time you change movement, which animation set do you want to be called
Demo Here(same scene):
Scenes - Movement example: Fetch
Horrible sfw demo of movement, so its not "i don't want to try this from scratch" click the point and fire button to fire the ball, girl will bring it back, you can also export the animations and import them in other scenes if you don't want to...
hub.virtamate.com
To Use:
Have a single timeline added to a model and add the movement plugin to a person atom, point it to a valid atom you want to follow, you can also use just the right controller or just the left controller and adjust the sensitivity by checking the "use controllers" box.
To walk to a location you will need to have a walk cycle animated in timeline named "walk 1" the model will play that animation and on stop will play "on stop 1" if you have it. Timeline will let you break a loop with a non-loop so its better to just have a really long "on stop 1" animation.
Animations:
The plugin will automatically play animations on the single timeline plugin on your model, they have to be named specifically, this actually saves you from manually pointing a non-savable action button at each of them, so you can import a set of animations in timeline and have virtually no setup time provided they're named so the plugin can find them.
Animation Naming:
walk 1
walk 2
...
walk 12
(on stop is just what you want to play when model's stopped, i reccommend a non-loop since it will break a walk loop)
on stop 1
on stop 2
...
on stop 12
back 1
....
back 12
(optional)
Slider explantation:
Follow Distance: how far away before model starts walking towards a target
Alignment Distance: exact distance you want model to be from another atom when aligned
Move Back Distance: distance where model will move back from another atom (this is basically just to keep models from merging right now)
Follow: enables following, always has to be on for plugin to be active
Use Controllers: use VR controllers to point and click where to walk
Use Right/Left Controller: want to use just one controller on just one model, doable
Controller Sensitivity: are your controllers more than one year old? you need this
Rotation Speed: less than 1 is really slow, 5 is unnaturally fast, but your model won't endlessly circle a target.
Acceleration: model acceleration, more than .3 is getting pretty fast
Forward Goal Velocity: max velocity, 1 is really fast
Alignment Time is how long you want to spend (in seconds) getting aligned to the alignment distance, needs to be adjusted if you change the model's move speed, a value of 0.3 is pretty universal-ish
Debug Align: Aligns a model to another model/atom at the Alignment Distance, doesn't trigger animations
Velocity Deadzone: how fast your model has to be moving to trigger animation cycles/on stop animations
Animation Set: the next time you change movement, which animation set do you want to be called