Endorphin:Руководство 13 - Улучшенные методы передачи движения

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Руководство 13 - Улучшенные методы передачи движения
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ориг.название: Tutorial 13. Advanced motion transfer techniques
вики-редакция: Garin
ссылка на сайт: NaturalMotion
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версия оригинала: 1.0
версия вики: 1.0
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Endorphin: Руководство 13 - Улучшенные методы передачи движения


Содержание

Предисловие

In this tutorial, you will reuse existing animation data in new ways by using motion transfer events in conjunction with other endorphin features, such as mass objects, constraints and active poses. The ability to rapidly reuse motion-captured or keyframed animation data is an important aspect of endorphin.

In particular, you will reuse a standard walk cycle animation and modify it so that the character appears to hold a weapon while walking. You can then adjust the mass of the weapon and the strength of the character’s arms to generate different effects.

Step 1: Adding a character pair to a scene

In this step, we will create a new scene, and add a simulation-reference character pair to the scene.

To add a simulation-reference character pair to a scene:


  • Launch endorphin and delete the default character.
  • Locate the Unit Mass property in Property Editor, and set its new value to 10.0. This property reflects the characteristic, or typical, mass in the scene. Increasing this value is useful when you want to add larger masses to the scene.

Endo Tut13 ITE 01.jpg

  • Select Character > Add Character… or click the Add Character button in the Main Toolbar to display the Add Character dialog.
  • Click the Browse… button and select the folder Resources\Tutorials\Tutorial 13 - Advanced Motion Transfer And Prop Interaction. Click OK. This updates the working folder for characters.
  • The character list will be updated to reflect the characters found in the working folder. Select the AudioMotion2 character from the list. Turn on the Include Reference Character setting and click OK. Two characters will be added to the scene—the AudioMotion2 simulation character, and the AudioMotion2 reference character. The simulation character is the same shape and size as the reference character.
  • New characters are added at the origin of the scene, which means the AudioMotion2 simulation and reference characters are now superimposed. Select the AudioMotion2 simulation character and move it 2 metres along the X axis away from the origin.

Endo Tut13 ITE 02.jpg

Step 2: Importing animation onto the reference character

In this step, we will import animation data directly onto the reference character in a scene. You do not need to turn on the Transfer From Reference Character setting. This is because we are importing animation data directly onto its corresponding reference character. You only need to use Auto Motion Transfer when you are importing animation data onto simulation characters.

To import animation data onto the reference character:


  • Select the AudioMotion2_ref reference character.
  • Select File > Import…, or click the Import button on the Main Toolbar. The keyboard shortcut is I. Select the file Resources\Tutorials\Tutorial 13 - Advanced Motion Transfer And Prop Interaction\Walk.fbx.
  • Select the Hips node from the node hierarchy.
  • Turn on the Include Parent Transforms setting.
  • Click OK. The animation data is imported as a new animation event on the AudioMotion2_ref character timeline.
  • Simulate the scene. The reference character is driven by the walk animation. The simulation character collapses, because we are not yet transferring the walk cycle across to the simulation character.

Endo Tut13 ITE 03.jpg

Step 3: Transferring motion to the simulation character

In this step, we will add a Motion Transfer event to the simulation character timeline. This will allow us to transfer the motion imported in Step 2 onto the simulation character.

To transfer motion to the simulation character:


  • Right-click on the AudioMotion2 character timeline in the Timeline Editor, and select Create Motion Transfer Event. Adjust the Start Frame so that is starts one frame after the animation event. Adjust the End Frame to match the end frame of the animation event.
  • Select the new motion transfer event.
  • In the Property Editor, locate the [Select] command hotlink adjacent to the Source Character property. Click this hotlink to enter selection mode, and select the Audiomotion2_ref reference character in the viewport, Node View or Timeline Editor. Right-click in the viewport to leave this selection mode. The AudioMotion1_ref reference character has now been identified as the motion transfer source.
  • Right-click on the AudioMotion2 simulation character timeline in the Timeline Editor, and select Create Active Pose Event. Ensure that the active pose has its Start Frame set to Frame 0, and that its duration matches the duration of the motion transfer event. This active pose helps smooth out the motion of any joints that are not driven by the motion transfer event.

Endo Tut13 ITE 04.jpg

Step 4: Preparing the initial pose

In this step, we will adjust the start pose of the simulation character. Instead of using a T-pose, it will use the pose from the first frame of the animation. This will avoid the sudden jump that you see between Frame 0 and Frame 1.

To set the initial pose of the simulation character:


  • Simulate for a short duration, so that at least a few frames of animation have been stored in the frame buffer, and then stop the simulation.
  • Move the Time Slider to Frame 2. The AudioMotion2 simulation character should be in the first frame of the animation.
  • Select the AudioMotion2 character, and then select Character > Save Pose….
  • Save this pose as Start.nma. This creates an endorphin .nma pose file containing the character pose.
  • Move the Time Slider to Frame 0.
  • Ensure that the AudioMotion2 simulation character is still selected.
  • Select Character > Load Pose…, and browse for the Start.nma pose file. Do not modify any of the Load Pose settings, and click OK.
  • Simulate the scene. The AudioMotion2 simulation character motion should now be smooth, with no discontinuities between Frame 0 and Frame 1.

Step 5: Adding a weapon as a prop character

In this step, we will add a new prop character to the scene. Prop characters are often used to model weapons, vehicles and other objects that can interact with simulation characters. In this step, the prop character will represent a rifle.

To add a weapon as a prop character:


  • Move the Time Slider to Frame 0.
  • Select Character > Add Character…, or click the Add Character button in the Main Toolbar, to display the Add Character dialog.
  • Select the Gun Large prop character from the Prop Characters list.
  • Use the Move and Rotate tools to reposition the Gun Large character so that its grip is close to the left hand of the AudioMotion2 simulation character.
  • Activate the Pose Move tool.
  • Right-click on the RightShoulderMass mass object to lock it.
  • Select the RightHandMass mass object, and use the Pose Move and Pose Rotate tools to pose the hand so that it is holding the gun.

Endo Tut13 ITE 05.jpg

  • Unlock the RightShoulderMass, and lock the LeftShoulderMass.
  • Select the LeftHandMass mass object, and use the Pose Move and Pose Rotate tools to pose the hand so that it is holding the gun.

Endo Tut13 ITE 06.jpg

Step 6: Controlling motion transfer with additional active poses

In this step, we will use an active pose to help control the transferred motion on the target character.

To control motion transfer with additional active poses:


  • Right-click on the AudioMotion2 simulation character timeline and select Create Active Pose Event.
  • Adjust the Start Frame of the new active pose event so that it starts at Frame 0. Adjust the End Frame of the new active pose event so that it matches the end frame of the animation event on the AudioMotion2_ref character timeline.
  • Select the new active pose event.
  • In the Property Editor, set its Strength property to 3.0. This is an increase on the default active pose strength of 1.0.
  • Locate the [Select] command hotlink adjacent to the Target Joints property, and click it. This places endorphin in selection mode, and allows you to specify the joints affected by the active pose. By default, new active poses affect every joint in the character, unless you explicitly modify the Target Joints property.
  • In the viewport, box-select the top half of the AudioMotion2 simulation character.
  • Right-click in the viewport to accept the new set of active pose target joints.
  • Select the active pose event created in Step 3.
  • Modify its Target Joints property by box-selecting the bottom half of the AudioMotion2 simulation character.
  • By default, the two active poses will be called ActivePose01 and ActivePose02. You can rename these events by editing their Name properties in the Property Editor. For example, you might rename these events ActivePoseLowerBody and ActivePoseUpperBody.
Renaming timeline events can make it easier to quickly read a timeline. This is particularly for constraint and active pose events, since these events display their names on their timeline markers.

Step 7: Working with motion transfer rig groups

In this step we will create a new motion transfer rig group, so that the new active pose can control the upper body of the AudioMotion2 simulation character.

To create a new rig group:


  • Display the Motion Transfer Editor by selecting View > Motion Transfer Editor. The keyboard shortcut is M. The Motion Transfer Editor is automatically displayed when you enter Character Edit Mode.
  • Select the AudioMotion2 simulation character. The Motion Transfer Editor displays the settings for this character.
  • Browse to the Strengths tab. This page displays a list of available rig groups. You should find that the only rig group is the Standard Motion Transfer rig group.
  • Click the Add… button to create a new rig group. Name the new rig group Arms Free and click OK.
  • Select the RightUpperArm, RightHand, LeftUpperArm and LeftHand rig nodes. You can hold down the Ctrl key to select multiple rig nodes.
  • Change the rig node mode of the selected rig nodes to NoHold.
  • Select the LowerSpine, UpperSpine, Head, RightShoulder and LeftShoulder rig nodes.
  • Change the rig node mode of the selected rig nodes to TranslationAndRotationHold.
  • Change the rig node strength to 100.0 for all position and angular strengths.

To use the new rig group with motion transfer:


  • Select the motion transfer event on the AudioMotion2 simulation character timeline.
  • Use the Property Editor to change the Rig Group property of the motion transfer event to Arms Free.
  • Simulate the scene. You should find that the lower body of the simulation character is driven by the motion transfer event, and the upper body of the simulation character is driven by the active pose that you applied to the upper body.

Step 8: Adding constraints between characters

In this step we will add a constraint between the Gun Large prop character and the AudioMotion2 simulation character. This is required to simulate the effect of the character holding the rifle.

To add a constraint to the scene:


  • Right-click in any of the character timelines, and select Create Constraint Event. Unlike other event types, it does not matter which timeline track we use to add the constraint event.
  • Adjust the Start Frame of the new constraint event so that it starts at Frame 0. Adjust the End Frame of the new constraint event so that it matches the end frame of the animation event on the AudioMotion2_ref character timeline.
  • Select the new constraint event.
  • In the Property Editor, set its Type property to JoinBodies.
  • Locate the [Select] command hotlink adjacent to the Target Objects property, and click it. This places endorphin in selection mode, and allows you to specify the mass objects affected by the constraint.
  • Click on the Gun Large character to select its Prop0 mass object.
  • Hold down the Ctrl key, and select the LeftHandMass and RightHandMass mass objects. This adds these mass objects to the list of target mass objects of the constraint event. Ensure that only these three mass objects are the only mass objects in the Target Objects list.

Endo Tut13 ITE 07.jpg

  • Simulate the scene. You should find that the simulation character now holds the rifle as it walks. You can adjust the strength of the active pose to change the degree to which its arms are driven by this active pose.

Endo Tut13 ITE 08.jpg

Step 9: Changing the mass of the prop character

In this step we will modify the density of the mass object contained in the Gun Large prop character. The simulation character is holding the rifle using the strength of an active pose. We can simulate the effect of a heavier weapon by reducing the strength of the active pose, or by increasing the density or size of the mass object.

Introducing Edit Character In Scene mode


By default, you cannot edit characters directly in scenes. The usual workflow is to use Character Edit Mode to create or edit custom characters, and then add instances of these custom character into your scenes. However, it can be useful to edit characters directly within scenes themselves. Keep in mind that any changes you make to a character in a scene are not copied to the character definition stored in its .nmc file.

To modify the mass of the Gun Large character:


  • Select the Gun Large prop character.
  • Select Character > Edit Character In Scene… to edit this character directly in the scene. Alternatively, you can right-click on the character name in the Timeline Editor and select Edit Character In Scene…. When you are editing a character directly in a scene, its timeline track is displayed in a bright red colour. In addition, the viewport label displays the text Editing Character.
  • Display the Node View, and expand the Gun Large character node hierarchy. The rifle is made up of a single mass object, Prop0, and a number of collision objects defining the shape of the rifle.
  • Select the Prop0 mass object

Endo Tut13 ITE 09.jpg

  • In the Property Editor, set the Density property of the Prop0 mass object to 5.0.
  • To exit Edit Character In Scene mode, hit the Esc key, or right-click on the character name in the Timeline Editor and select Exit Character Editing.
  • Simulate the scene again. You should find that the character slumps over under the weight of the rifle.
  • Edit the Gun Large prop character again, and set its Density value to 10.0.
  • Simulate the scene again. You should find that the character slumps even more.
  • Experiment with different mass object densities. Also experiment with different active pose strengths. Finally, experiment with different motion transfer rig node strengths.

Conclusion

You have used motion transfer events in conjunction with active poses and constraints in order to repurpose a basic walk cycle. You have also learned about Edit Character In Place mode.

If you have any problems with this tutorial, open the corresponding scene Resources\Tutorials\Tutorial 13 – Advanced Motion Transfer And Prop Interaction\Tutorial 13 – Advanced Motion Transfer And Prop Interaction - Complete.ens. This scene is an example of how your scene should look if you have successfully followed all the steps in this tutorial.

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