Archive for January, 2011
Ok, done! Tested with EMotionFX at work and it worked great! It will probably work with both Unity, UDK, or any other animation system, but I’d love to hear from anyone that tries it out.
You can download the .py over at github, or all ziped files here. The readme files explains it all. You just need a characterized character, an animation ploted on take01, a pose ploted on take02 to be subtracted and an empty take03.
If you find any bugs or have any question, ideas or feature requests just send them my way.
Edit: added an example file using the Gremlin sample scene. Just open it and run the script. You can get a good idea of how it works by studying the content on the takes, it’s quite simple and straight forward.
Uploaded a tentative version to github. I got it working with a full character, but will have to try it out on EMotionFX on monday at work.
I need to add the pasting of the tpose automatically also.
Biped uses a weird nomenclature for IK/FK. Another evening I was helping a friend from Mystic that needed all biped keyframes in FK. This is just a quickie script to collapse/bake/plot biped to make them from “planted” (IK) to “free” (FK).
fn makeBipedFK = ( for o in objects where (classof o == Biped_Object) do ( for i=1 to o.controller.keys.count do ( k = biped.getKey o.controller i if (isproperty k "ikBlend") then ( k.ikBlend = 0 k.ikSpace = 0 k.ikAnkleTension = 0 k.ikJoinedPivot = false ) ) ) ) makeBipedFK()