Endorphin:FAQ

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Endorphin: Frequently asked questions (FAQ)
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Endorphin: Frequently asked questions (FAQ)

Содержание


If you can’t find what you are looking for in the endorphin Reference Manual, you may find the answer to your question in the following set of frequently asked questions. This list will be growing in future releases of this User Guide.

Can I use endorphin with other animation systems?

Yes. endorphin can import and export a range of file formats, including FBX, XSI and BVH files.

This means you can import animation into endorphin that you have generated in systems such as Maya, 3dsMax, SOFTIMAGE|XSI, MotionBuilder, LightWave and Poser. Similarly, once you have generated animation in endorphin, you can export it for use in Maya, 3dsMax, SOFTIMAGE|XSI, MotionBuilder, LightWave, Poser and other animation systems.

endorphin can also import and export the Vicon motion capture file format.

Can I create endorphin characters in other animation systems?

You can create endorphin prop characters — such as vehicles and weapons — in Maya and 3dsMax. endorphin ships with various third-party scripts that allow you to create prop characters in these animation systems and save them as endorphin .nmc characters. The third-party scripts are located in Resources\Third Party\Maya\Scripts and Resources\Third Party\Maya\Scripts.

  • The MEL script Maya\Scripts\endorphin_EnvironmentPropExporter.mel allows you to create endorphin prop characters in Maya.
  • The 3dsMax script 3dsMax\Scripts\endorphin_EnvironmentPropExporter.ms allows you to create endorphin prop characters in 3dsMax.

To create endorphin simulation characters, you must use the endorphin Character Edit Mode. In future releases of endorphin, we are planning on extending the third party scripts to allow you to create endorphin simulation characters in other animation systems.

Can I use endorphin with characters of different shapes and sizes?

Yes. The endorphin standard simulation character is an average-sized adult human male. However, you can use the endorphin Character Edit Mode to change the shape and size of this character. For example, you can make the character taller or shorter, lighter or heavier, male or female. You can adjust the length of every bone, and the range of motion of every joint. You can also add weapons, clothing, helmets and other objects to the character.

endorphin ships various example characters in the folder Resources\Characters\Custom. In addition, many of the sample scenes in the folder Resources\Scenes\Sample Scenes include characters of different shapes and sizes, such as soldiers, footballers and gymnasts.

Can I use endorphin with my own character rigs?

Indirectly. The characters used in an endorphin scene are always derived from the endorphin standard simulation character. This means that all endorphin characters—no matter how large or small, light or heavy, dwarf or soldier—are all based on the same internal joint hierarchy.

When you create new endorphin simulation characters in Character Edit Mode, you can add your own character as the reference character of the simulation character. endorphin uses a technique called dynamic motion transfer to map motion from your reference character to its corresponding endorphin simulation character, and vice versa.

Can I use endorphin with multi-legged characters like horses?

Yes and no. If you have modelled a multi-legged character — such as a horse — in another system like 3dsMax or Maya, you can create a corresponding prop character in endorphin based on this character. You can then use this character like any other prop character in an endorphin scene.

For example, if you have modelled a horse in another animation system, you can use Character Edit Mode to create a corresponding endorphin horse prop character. By carefully modeling the distribution of mass and collision objects—and also carefully setting the correct range of motion for each joint—you can create very realistic equine motion in endorphin.

As for simulation characters, you can apply forces, constraints, active poses and sever events to prop characters. You can also import animation for prop characters, and also use simulation and transition events.

Keep in mind that you cannot use behaviours on prop characters. The endorphin Behaviour Library has been developed for bipedal (two-legged) characters derived from the endorphin standard simulation character.

Can I animate endorphin characters using keyframing?

Yes. endorphin generates animation using physical simulations. However, within each scene, you can choose which characters are simulated, and which characters are driven by keyframes. For example, you may have an endorphin simulation character colliding with a prop character such as vehicle. The simulation character may be simulated, whereas the vehicle’s motion may be entirely driven by keyframes.

You can also change the simulation mode for each character at different times, allowing characters to be physically simulated over some frame ranges, and keyframed over other frame ranges. For example, you may use an imported keyframed data such as a walk cycle to drive a character for a number of frames, You could then simulate the character once a particular frame is reached in order to dynamically generate complex dynamic motion. At a later frame, you could then transition back into another keyframed mode.

How do I pan, rotate and zoom in the viewport?

endorphin includes a number of different ways to manipulate the viewport camera.

If you have a three-button mouse that includes a mousewheel, use the middle mouse button to rotate; the middle and right mouse buttons together to pan; and the mousewheel to zoom. This approach is commonly-used in many 3D editing environments, and is particularly useful because it does not require using the keyboard.

endorphin also supports the Maya camera approach. If you have a three-button mouse, hold down the Alt key and use the left mouse button to rotate; the middle mouse button to pan; and the right mouse button to zoom. Alternatively, if you have a two-button mouse, you can hold down the Ctrl and Alt keys together and use the left mouse button to pan.

You can also use the Plus (+) and Minus (–) keys to zoom in and zoom out.

How do I change the shape of mass and collision objects?

Mass and collision objects are available in four shapes — cylinders, spheres, boxes and sphyls. Sphyls are capsules with cylindrical bodies and spherical end-caps. Boxes are also called cuboids.

To change the shape of a mass object, select the object in the viewport or in the Node View. In the Property Editor, locate the Type property, which is located in the Geometry property set. You can use the Type combobox to change the shape of the object. You can change the shape of multiple selected objects at the same time.

Keep in mind that you can only change the shape of mass and collision objects belonging to the Environment, unless you are in Character Edit Mode. In Character Edit Mode, you can change the shape or mass and collision objects belonging to the character.

How do I create forces at an offset from the centre of a mass object?

When you apply forces to mass objects, the force is always applied so that it passes through the centre of mass of the mass object. You cannot directly apply a force at an offset to the centre of mass. There are times where this would be useful — applying a force away from the centre of mass allows you to generate a rotational force as well as the usual translational force.

A useful technique to achieve this effect is to create a small helper mass object, and place this helper mass object at the desired force position. By applying a force to the helper mass object, and constraining the helper mass object to the original mass object, you can effectively generate a rotational force. You can experiment with different helper object sizes and densities to increase or decrease the relative strength of the rotational force generated.

How do I export the motion of objects in the environment?

In many cases, you would like to be able to export the motion of endorphin environment objects, particularly when there is complex interaction between simulation characters and environment objects.

If you are using the FBX file format, you can export the motion of the Environment just as for any other character — select the Environment character, and then select File > Export.

If you are exporting the motion of any other character using the FBX file format, you can turn on the Export Environment setting in the Export Options dialog to include the motion of the environment objects in the same FBX file.

Learning Edition:

How do I use the Learning Edition product key?

You can access your endorphin Learning Edition product key at any time using your User Community Forum profile. You will need to use this key the first time you run endorphin Learning Edition after installation.

To obtain and use your Learning Edition product key:

  • Follow this link to access your community forum profile, and scroll down to locate your product key. You can copy and paste this key directly into the Product Key field of the License Key dialog that is displayed the first time you run endorphin Learning Edition after installation.
  • Be careful to ensure that when entering your email address into the License Key dialog that you enter exactly the same email address that you used to register your profile with the endorphin User Community Forum. Your product key will only work in conjunction with that email address.
  • There is no limit on how many times you can use your product key.

What if I my Learning Edition registration email has not arrived?

Due to the vagaries of email systems beyond our control, it can take up to 24 hours for your email message to arrive. If your registration email still hasn't arrived, then there may have been a problem with your registration.

Troubleshooting lost registration email:

  • Follow this link to check the status of your registration. If you are asked to login, please login with the username and password you gave when you initially registered.
  • Follow the Edit Email & Password link. Please check that the email address you have given is valid. If it isn't, then you can alter it here and a new activation email will automatically be sent out to you.
  • Check that the email account you have is still active and isn't full. This may seem obvious, but we have had many failed message deliveries as a result of full or disabled email accounts.
  • Learning Edition activation emails are occasionally mistakenly identified as spam by some over-sensitive message filters. If you have such a filter installed, it may be worth checking your suspected junk mail folders in case it has ended up in there.
  • If you still do not receive your registration email message, please contact us. Make sure that you provide the same email address you gave when you registered, and we'll see if we can help.
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