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gamedev:deigde:editors:animator [2020/03/30 23:50] – dragonlord | gamedev:deigde:editors:animator [2024/04/01 15:48] (current) – [Rules] dragonlord | ||
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====== IGDE Animator Editor ====== | ====== IGDE Animator Editor ====== | ||
- | The animator editor allows to create | + | The animator editor allows to edit [[gamedev: |
- | * Rig | + | |
- | * Animation | + | |
- | * Controllers | + | |
- | * Links | + | |
- | * Rules | + | |
- | {{ : | + | Animators are composed of a //Rig// and // |
- | The editor window | + | <WRAP group> |
+ | <WRAP column> | ||
+ | {{: | ||
+ | </ | ||
+ | <WRAP column> | ||
+ | {{youtube> | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | The editor window | ||
====== Preview Window ====== | ====== Preview Window ====== | ||
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{{ : | {{ : | ||
- | Controllers are used by game programmers to adjust the animation. In general the artist defines the controller ranges but game programmers can overrule them to make their live easier. This does not interfere with the animation production process. The output of the controller is the **Value** linearly mapped from the range **Minimum Value -> Maximum Value** to the range **0 -> 1**. | + | Controllers are used by game programmers to adjust the animation. In general the artist defines the controller ranges but game programmers can overrule them to make their life easier. This does not interfere with the animation production process. The output of the controller is the **Value** linearly mapped from the range **Minimum Value -> Maximum Value** to the range **0 -> 1**. |
Controllers are typically accessed by the game developer using the unique **Controller Name** (case sensitive). This allows to mix and match different animators with differing controller setups (count, ordering and ranges) as long as the required names are present. | Controllers are typically accessed by the game developer using the unique **Controller Name** (case sensitive). This allows to mix and match different animators with differing controller setups (count, ordering and ranges) as long as the required names are present. | ||
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<WRAP center round info 60%> | <WRAP center round info 60%> | ||
If you use **Group** rules you have to make sure the list of affected bones of the group rule and all rules underneath are compatible. If the group rule has an affected bone which is not present in the children rules the default state is used which can be not what you intend. | If you use **Group** rules you have to make sure the list of affected bones of the group rule and all rules underneath are compatible. If the group rule has an affected bone which is not present in the children rules the default state is used which can be not what you intend. | ||
+ | </ | ||
+ | |||
+ | The **Affected Vertex Position Shape** panel is present for all rule types and contains an optional list of **Vertex Position Shape Names**. If the list is empty the rule affects all vertex position sets in the owner **Component**. If the list is not empty only vertex position sets matching the names listed are affected. | ||
+ | <WRAP center round info 60%> | ||
+ | If you use **Group** rules you have to make sure the list of affected vertex position sets of the group rule and all rules underneath are compatible. If the group rule has an affected vertex position set which is not present in the children rules the default state is used (0 weight) which can be not what you intend. | ||
</ | </ | ||
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The **Dynamic Collider** parameter enables physical simulation for an attachment. The object root bone is attached while all bones marked as dynamic are influenced by physics. | The **Dynamic Collider** parameter enables physical simulation for an attachment. The object root bone is attached while all bones marked as dynamic are influenced by physics. | ||
- | ===== Preview Video ===== | + | |
- | https:// | + |