I don't understand. Isn't this exactly why there are *regular* anchors?
What was I thinking is that the anchor defines which girl, say, Alisa's Boob, is grabbed in the state. Now if this function works globally I can switch to Cathy by telling which plugin's target layer I am pointing at.
That layer can have Controller added but not controlling the position (pos and rot unchecked), only there for logging the controller's transformation.
But last time I did something like this, the plugin still turns the controller from off to on, which I certainly dont want.
The significance of layer anchors is that you could have multiple layers adding offsets to the SAME controller. So one layer is the main layer, the other would add slight incremental variations to the controller position to make it less predictable.
I understand this conceptually, what I dont quite understand is how it implements on runtime, I was reading those stuff last late night, they look like alien to me, maybe I need sometime to test it out.
lets say I am applying height offsets and rotation offsets for lFoot highheels, when the girl is walking.
Does that mean I am loading 3 plugins on the same character, first plugin for walking (main layer), second and third for adjustment?
Now, if this works that's gonna convert a lot of my atoms into plugins.
You can probably afford that with the new timeline system. If you have a timeline between states A and B, with a given rotation between them, the timeline BLENDS between the rotations, with blend amount t, where t is the time (normalized to be between 0 and 1).
Dumb question, why don't you use the floor? There is something that I am missing.
Anyway curious about your animations. They seem very complex and detailed.
I am not using the floor because I have stepping upstairs/downstairs on mind, if I lock the child point on floor (while its parent is moving up or down), I can lock the rotation on y axis, then I add an incremental height to footsteps.
But perhaps it is not worth 2 extra atom in runtime. Not sure, lets see how far I can go.
This is easy to remove and added back though. As long as there are two point defined in position, the plugin handles the ending rotation.
Right now I am using Node A that defines starting point, node B that defines the stride ,say 60cm per cycle, node C for the rotation (that is ALWAYS pointing to the target).
Lets say I am facing forward, but I am going to to right 2 meters apart. I am blending Node B and Node C, say 70/30.
So after the cycle she is turing 27deg clockwisely, walking 27.9cm to the right (sin27 x60cm), 53.5cm forward (cos27 x60cm).
Next cycle is like turning 45.1deg, walking...
Argh forget about the maths, I feel like making things complicated.
Now it clicked. That's amazing. It's like the CLS plugin but with predefined walk cycles. I didn't think about that. Quite good stuff. Probably gonna do a tutorial about that. It sounds amazing.
Now you mentioned that, I have downloaded that like few weeks ago. Didnt even tried that out before I do walking anim on AnimPoser.
My first thought was to test out how this plugin works and walking-sitting-standing cycle seems a good thing to stress test, at the end I am doing much more I was hoping to do.
Thank you for your appreciation. I feel like it needs some polishment, especially the pivot part.
I find out that switching pivots makes handling animations very easy. Walking is best pivoted on floor, but sitting is better pivoted on hip, so you move chest head hands (except foot) at same time.
In theory it's simple, I want to make end product as easy as "walk 3.78m forward 2.81m rightside", "stop when you are 0.5m close" and "sit on the sofa thats 0.6m behind you, with 0.55m tall", so that I only need to define a stop point, stop time and sit point, and putting my efforts on something more interesting.
BUT because of how stopping time was handling by distance check, I find the pivot switching needs a lot of polishment to time it right.
Anyway this is just some random grumble.
My gratitude to your update speed, I am reducing atoms day by day lol.