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In Akeytsu, you can not make animations and animated models without using character nodes! If you move components outside of the character, animations and/or animated model will be damaged. |
Character Modes
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To better understand what is a Ref Pose and how it works with the Bind Pose, let's do this simple observation:
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Bind Pose: The Bind Pose is the state of your skeleton at the moment you bind your skinning. It is the dedicated pose to edit your joints/pivots and create IKs or Reverse Feet during the character creation process. When you transform your joints in this pose the mesh will not be affected and remain static.
Note title Build Pose at start By default, an empty character does not have a Bind Pose but a Build Pose() acting as a Bind Pose. When you bind a mesh to a your skeleton, the Build Pose is automatically replaced by a Bind Pose.
Info title World values in Bind Pose/Build Pose If you take a look at the Transform window when in Bind Pose, you will see that channels values are displayed in World coordinates (). Info title No skin weight feedback in Bind Pose The Bind Pose is the only mode where the skinning decorator (on the skinned mesh) is not displayed.
Reference Pose (or Ref Pose): In Akeytsu, animation keys are computed relatively to a special pose called Ref pose. It is the pose you return to when you reset all joints/all channels on an animation keyframe (Animation Part).Transformations undergone by joints during the animation are recorded (in keys) as differences from the Reference pose. If the Reference pose moves, all the animations move in the same way. Therefore, it also is your starting key pose when you create an animation.
Note title First, a Ref Pose equal to the Bind Pose When you bind your mesh to your skeleton, a Ref Pose equal to the Bind Pose is created by default () and will be used as the reference pose for the animations. It is the original Ref Pose. If it does not fit your needs, then you can create a custom Ref Pose ()...
Note title What about a custom Ref Pose? A custom Ref Pose () can be usefull in case you want a more "natural" reference pose than a quite "rigid" (T- or V-) pose for your animations. Then, external models can be imported with this concept of reference pose different than Bind Pose (ex: mocap) : Akeytsu imports it and supports it!
Note title What about my existing animations if i remove or modify my Ref Pose? If you remove, modify or even add a custom Ref Pose, it will impact more or less your animations. In order to fix this issue, when coming back into the Animation mode a popup window will propose you either:
- To convert your animations, in order to let them preserved (recommended choice).
- To not convert your animations, this way, you can benefit from the small modifications you made to your Ref Pose (i.e: you slightly increase the leg distance, so all your animations will get this modification).
- To return to the previous Ref Pose.
Info title Local values in Ref Pose If you take a look at the Transform window when in Reference Pose, you will see that channels values are displayed in Local coordinates (). Skin & Check mode: The Skin & Check mode is the state where you bind your skinning, edit your skin weights and check the final result by transforming your joints.
Info title Local Relative values in Skin & Check mode If you take a look at the Transform window when in Check Pose, you will see that channels values are displayed in Local Relative coordinates ().
Character Bank Features
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Create Character: Add a new character in the current scene. A Build Pose and a Skin & Check mode are created by default.
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