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Animation processing improvements
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Esenthel Offline
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Post: #1
Animation processing improvements
Thanks to the latest additions to the engine you can easily re-use animations from other models.

For example I've bought 2 models, from 2 different artists.
Both of them had bone/skinning setup, but only one of them had animations provided.

After I've applied the new option "adjust bone orientations" on both objects.
Animations from the first model, work great on the second model as well.

The engine now auto-detects bone names and organizes them into new BONE_TYPE enums, so even though the 2 models have different bone naming conventions, it's not a problem for Esenthel Engine.

This is awesome because there are heaps of artists that don't make any animations for their models, so now you can just re-use them from other models.

Please know that you might have to tweak the animations a bit after converting, for example to align the feet on the ground.


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05-06-2015 11:15 PM
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aceio76 Offline
Silver Supporter

Post: #2
RE: Animation processing improvements
This sounds awesome, Greg! I will find the opportunity to test it soon.
05-07-2015 03:20 AM
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Esenthel Offline
Administrator

Post: #3
RE: Animation processing improvements
Just committed another great improvement to the source:
animator's favorite tool, IK editing (limited to 2 bones)

Now you can edit 2 bones at the same time.
Leg from the screenshot got animated with just one continuous mouse movement.


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05-07-2015 04:59 AM
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Pherael Offline
Silver Supporter

Post: #4
RE: Animation processing improvements
Great grin This is awesome update.
05-07-2015 08:28 AM
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SamNainocard Offline
Member

Post: #5
RE: Animation processing improvements
This update is awesome grin, I wonder if animation sharing will work with another character that have different legs bones, like plantigrade and digitigrade. Also will there be two-handed weapon animation editing too? (two hands move together)
05-07-2015 10:44 AM
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