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An Animation Clip is a specialized Simulation Event used for loading new animation into Atoms Crowd. The animation clip will get its motion data from an fbx or atomsclip file.
Users can tweak their clips by editing the following values:

  • Event Name, the name of the animation clip
  • Clip path, the path to the clip file
  • Blend Frames After foot up, the number of frames used for blending after the foot lock on the ground is done
  • Loop, if the clip is a loopable clip
  • Start and End frames of your clips
  • Loop Blend, the number of frames used to blend when looping
  • Idle, if the clip is a idle clip or not. If Idle is on the foot lock system will be disabled when playing this clip.
  • Direction type: static, pelvis or joints. When set to static the clip will use as direction to the vector specified in the Direction field. When set to pelvis, the clip will use the pelvis velocity as direction. When set to joints, the direction of the clip will be the vector travelling from the first joint to the second joint (the joint ids are selected with the Direction Joints field).
  • Direction, the direction when the direction type is set to static.
  • Direction Joints, the two joints ids used for defining the direction vector when the direction type is set to joints. The button on the right will show a pop up dialog for find the right joints id for a given agent type.
  • Transitions Frames, for long clips you might have different transition frames. You can either enter them manually with a comma separated string (i.e. "10 , 50, 100") or by pressing the Auto button. The Auto button will try to guess the transition frames for you, once pressed you can still edit the string. If you don't specify a transition frame the last frame of the clip will be used.

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