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Edit > Overlay skeleton |
Copying and Pasting Skeletal Animation and Attributes |
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This feature is available in Alias AutoStudio and is an Advanced Animation purchasable option. OverviewSkeletons enable you to create complete character animation sequences before having to create any of the geometry for the character. Use Objects > Draw skeleton to create the skeleton, then Object > Add IK handle, Object Edit > Add constraint, and Animation > Set keyframe or Auto keyframe to animate your character in its rotation and translation parameters. You can create the hierarchical geometry for the character independently from the animation, and you can use Windows > Edit > Skeletons to turn DAG nodes in this hierarchy into joint DAG nodes. You can then use Edit > Overlay skeleton to overlay the animation and other skeleton attributes onto the corresponding joint nodes in the model. How to Use
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See Topological Skeleton Matching for details on skeleton topology. |
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To specify the bone style,
select Object Display > Line
style - |
The following illustrations demonstrate the various bone styles.
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See Windows > Edit > Skeletons on page 272 for a complete description of the joint information. |
Topological Skeleton Matching |
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For more information, see:
Drawing a Skeleton with Pivots
or Joints on page 238, |
Two skeletons have the same topology if each joint node of Skeleton 1 has the same number of direct descendants joint nodes as Skeleton 2. In the following SBD window diagrams, Skeleton 1 and Skeleton 2 are topologically equivalent.
These diagrams show that skeletons with the same topology can have non-joint DAG nodes grouped anywhere above, below, or as siblings to joint nodes. In determining the skeleton from the DAG node hierarchy, the non-joint DAG nodes are ignored. Sometimes two skeletons can have the same topology, but differ in the significance of their topology. For instance, two skeletons could have two branches of three grouped joint nodes, each branch representing the hip, knee, and ankle joint of a leg. The difference is that in one skeleton, the first branch represents the right leg, and in another, the first branch represents the left leg. If Overlay skeleton is used to copy animation from one skeleton to the other, the animation of the left leg is copied to the right leg, and vice versa. To make sure that the animation is copied to the appropriate respective branches, use the SBD swap icon (located in the SBD window title bar) or an Alt-arrow combination to swap the positions of the branches in the SBD window. Overlay Skeleton Options
Select Edit > Overlay skeleton-
Copy Pivots
Copy Joints |
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See Windows > Edit > Skeletons on page 272. |
Copy IK Handles
Time Offset
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| Copyright © 1998, Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved. | Please send questions or comments regarding the documentation to: [email protected] |