Ok, I'll be your Santa
SIMPLE INSTRUCTION
1.
Set all your targets you want to animate to "Position and Rotation to ON" and
put them in the place where your animation should start.
2. Go to the Timeline plugin and
add the targets you want to move via the targets "
+", you can also choose to
add morphs there under "
geometry", right underneath it. For instance expressions like laughing.
If you are missing something in the list, make them a "
favourite" in your morphs-list under
female/male morphs.
3. Under the "
Edit" tab
select the length you want your animation to have (expand the range with 10X), hit "
Apply". Select "
Loop" if you want a loop-animation
4. Your "
time counter" is now on "
0s" of your animation total time. Go to "
+1s" to set the counter to "
1s",
move all your targets to the position you want them to be on "1s".
5. Go to "
+1s" again and
move your targets to the place they should be on "2s".
6.
And so on. If you wanna see how the animation turns out without hitting "
play",
you can move the time-counter with the mouse by clicking in the timeline at whatever point you want and move the mouse from left to right.
TIPS
By clicking on the "<f" or
"f>" you can switch to the
previous or
next keyframe you have in your timeline.
By selecting one or more targets, you can switch the keyframes of only these targets.
You can select which target should behave in what way by selecting one or two targets (highlight them by point-click) and edit the "
curve type" at the bottom of the window,
or change it for every target by selecting none and edit the "
curve-type".
If you choose
smooth (local), all your
targets will head to the original first position "0s" in the rest of the animation time in a continous, smooth movement. If your animation is 10 seconds long and you edited the positions of them
until second 3 for example, they will
continously move to position "
0s" in the rest of the 7 seconds if you have a loop,
so they can start from "0s" again. And they will move continously to the next keyframe between "1s" and "2s" for example. Just play around.
You can change the speed of the animation under the "
Edit" tab for all or just for the active one.
By selecting one target or two, you can edit the
keypoints like
delete one or
copy for only the highlighted target. You have to be on the specific time-stamp with the
marker.
Under the "More" tab and then "Advanced keyframe tools" you can delete all keyframes or all animations, or you can reverse all
keyframes for a "back and forth" animation by adding another animation for example (so you have two), and copy all
keyframes of that animation to the second one, then
reverse all. That would be kind of a reverse loop with two animations.
Yes, these are some basics and I'm doing pretty well with it. No need right now for a deeper understanding to me.
If you wanna trigger (start) an animation via a button for example, create an "
UIButton" with "
add Atoms" under "
Triggers". Select the button, go to "
Button trigger" and add a "
click action". Go to "
settings", select the person as "
Receiver Atom", as "
Receiver"select the Timeline plugin under "
plugin ....." and as "
Receiver target" set "
play anim1".
Click the button and the animation should start
Time spent on this post: ~1 hour. Merry Christmas! ?