View Full Version : Quick Character Studio 3 question about mirroring animations?
Sinistar83 07-10-2002, 10:52 AM OK I have been asked to do some player animations for an upcoming mod for Serious Sam: The Second Encounter. I have to do the various walkcycles and jump sequences, death sequences, etc. My question is, is there an easy way to mirror animations in CS?
For example, I've done some side stepping/strafe animations as well as some 'exploding death' animations already, but so far I have only animated them in the -X axis so far (to the right of the origin). Is there an easy way to mirror all my keyframes so it will animate to the left of the origin instead? I am saving each animation sequence as a BIP file so all the animations aren't in one big MAX file if that matters. :)
Thanks in advance
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KazuyaMochu
07-10-2002, 01:22 PM
Well, as far as I know (and that's not very far) there a way of copying your "posture" or posicion of one or several bones in a certain keyframe. You copy the posture and than you can paste it both as is or mirrored
the thing is that... if you moved your model to de left and then mirror de postures, it will still go to the left. you will again have to move the Bip01. (good for moonwalk though!)
any way, you can find it in the trajectories > keyframing. (wile bip01 is selected)
the icon resambles to de copy/paste icons and its pretty user frendly
That's as much as I can help
Stay well
Sinistar83
07-10-2002, 07:31 PM
Yeah I think I messed with the copy/pate posture buttons, and even the mirror button in CS, but when I used the mirror feature, it would rotate the biped 180 dgrees. :(
Nahaz
07-11-2002, 02:17 AM
Mirror works on the Y axis. To get around this. Go in the "motion flow editor", load the offending motion into the "motion flow script". Go down to "start rotation" -this alters the Z axis for the whole clip- rotate the clip until it's correct with your original (IE mirrored in the X axis). Then hit "create unified motion", this will bake it into the base editor track. Hope that helps.
Sinistar83
07-11-2002, 07:26 AM
I haven't really messed with motion flow mode yet in CS, so all that was "greek to me".. :(
Here's how you do it.
Load the .bip animation onto a biped. For example, load "strafe to right"
Click the mirror button in the Character Studio flyout.
The animation will be mirrored except the biped will be facing the wrong way. We will fix that.
Save the biped animation, as for example "strafe to right_mirror"
Go into motion flow mode.
Load the "strafe to right_mirror" animation.
Define a Motion Flow script with just that animation.
Adjust the initial rotation of the biped by adjusting the "start rotation" value in the Motion Flow Script panel.
Push the Create Unified Motion to back the changes.
There you have it. Save the biped animation file as "strafe to left"
[If you have no clue how to use the motion flow functions you should consult the manuals. The above steps are routine steps involved with basic Motion Flow editing, but you might get lost following the steps until you consult the manual since Motion Flow editing takes a bit to get used to.]
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Another little tip that may help you on your way for other tasks.
You can copy whole tracks with the copy tracks button in the character studio flyout and then paste them to the opposite track (e.g. you could copy from the motion track on the right arm to the motion track on the left arm)
You could even create a "clipboard" biped in your scene to hold any animation tracks temporarily for you. You could do this to do some limited mirroring. From right limbs to left limbs, for example. Of course, this wouldn't help for mirroring the rest of the animation.
Using bipeds to hold animations as "temporary" clipboards can be a powerful way to do photoshop layering like editing with full biped figures as reference. Combined with the NLA clip blending in the Motion Flow editor, there's a lot of power.
sam
Sinistar83
07-12-2002, 02:57 AM
Thanks for the tips. I will try those ASAP. :thumbsup:
Nahaz
07-12-2002, 04:13 AM
Originally posted by Sinistar83
I haven't really messed with motion flow mode yet in CS, so all that was "greek to me".. :(
It's all in the manual. The motion flow editor is quite powerful once you get you head around it.
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