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View Full Version : Overlaying Animation on Joints


Dudeman
08-22-2002, 05:19 PM
I started a thread earlier that was similar to this one.

I have a character who's face is rigged with joints. It has to be joints. Next I apply lipsynching to it for the dialogue.

Next I would like to add expression on top of the already animated joints.

I have explored the Trax Editor. And I can overlay a Pose but I would like to adjust the weight of the pose. Is this possible? And I know I can place keys on top of a Clip. But I would like to have pre-set poses for that. Not just freeform manipulating.

This is for video game production. This is why I'm limited to this approach.

My main point is I would like to ad expression to an already existing joint animation.

-Dudeman:thumbsup:

bigfatMELon
08-23-2002, 06:02 AM
You should be able to do this driving your face bones with set driven keys, since they are additively weighted. If you've already animated the joints manually then you're pretty much SOL. Unless, of course, you want to build a nice, fat matix of weighted blend nodes and start pipeing skeletons through it. Doable but not easy.

-jl

Dudeman
08-23-2002, 05:17 PM
Thanks BFM,

I saw that blendNode script too. I realized my question was a little far fetched. I guess the best way for me is key on top of a 'clip' and then turn that in a 'clip', merge them, and then turn them into keys.

Dudeman:thumbsup:

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