Question how to save animations?

qoosh

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Is there a way to save animations that are in a scene to use in other scenes? The atoms in the scene have no plugins loaded onto them. And I'm looking in the Scene Animations tab and I can't find a save button anywhere. Just the timeline that is playing the mocap in a loop. There must be some obvious way to do this that I've just been missing here. Anyone know?
 
This is a question often asked here, hopefuly this one can be easily found in a search. It's also in the FAQ that is pinned on each section of the forum:

Yes, but it depends on how it's made and what else could break. You can have animations made in several ways, and each has its own possibilities and difficulties. And besides the animation there's other factors to consider like buttons with triggers, audio, clothing, CUA, etc. You should be already familiarised with basic scene making, especially the used method on the scene you want, to attempt this.
Extending that answer:

Animations can be done in different ways, you can't have a generalised way to save all animations. Timeline animations can be imported and exported internally on the plugin, animation patterns would have to be saved in a subscene or scene to move it on a different scene, or recordings in Scene Animation can be imported into Timeline then exported as a Timeline animation.
Even when achieving all this, animations don't usually exist by themselves. A common use is of triggers to do something externally to the person, which would then be broken in a new scene unless that reference to an atom would exist. Perhaps even more common is triggers for clothing, these would be broken when importing animations on a person that is not wearing those clothes.
 
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MocapSwitcher by Everlaster can do that.


1) Load Scene with the animation you'd want to save.
2) Add the MocapSwitcher plugin to the Atom character playing the animation.
3) Save the animation from within the Plugin's interface (creates a 'preset' of sorts, it saves just the animation, not the character).
4) Load another Scene and/or load a new character Atom.
5) Add the MocapSwitcher again to the new character Atom that's supposed to receive the animation.
6) From within the Plugin's interface again, now load the animation you previously saved (the preview picture of the save is the one you took in the previous Scene for example but it won't load that actual character, it's just a visual reference, just rename that save file if you want to make it clearer as to what you're loading in for instance).
7) Either the animation then automatically plays, or you pres the 'play' icon in the control bar in Editor mode, then the animation should play on the new character Atom.

Hope it helps.
 
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