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gamedev:deigde:editors:animator

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gamedev:deigde:editors:animator [2020/04/05 16:16] – [Controllers] dragonlordgamedev: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 edit [[gamedev:animators|Animators and Animations]] for your game. Animators compose of a //Rig// and //Animation// resource, controllers to influence the animation dynamically and rules producing the animation.+The animator editor allows to edit [[gamedev:animators|Animators and Animations]] for your game.  
 + 
 +Animators are composed of a //Rig// and //Animation// resource, controllers to influence the animation dynamically and rules for producing the animation.
  
 <WRAP group> <WRAP group>
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 </WRAP> </WRAP>
  
-The editor window composes of the preview area and the properties panel on the left side.+The editor window is divided in the preview area and the properties panel on the left side.
  
 ====== Preview Window ====== ====== Preview Window ======
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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.
 +</WRAP>
 +
 +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.
 </WRAP> </WRAP>
  
gamedev/deigde/editors/animator.1586103412.txt.gz · Last modified: 2020/04/05 16:16 by dragonlord