View Full Version : Tanadrine Studios Tutorial Series: Saving/Loading anims to any rig w/ Dstorm plugins

Ryan Roye
07-06-2013, 01:44 PM
Here, I go over two Dstorm plugins I feel really needed some video coverage, as there is no English documentation for these uber-useful tools. They are oldies, but goodies.



The HMOT (motion mixer) format works by matching the names of the items on the target character rig, so as long as names of bones/objects match and the base orientations are similar, things operate very smoothly. This is advantageous over IKBooster's motion load/save functions because IKB uses object identifiers... object identifiers can be troublesome if you, for example, delete a null and then re-add it (which changes the ID #, making any previously saved animation not work for it). However, IKB's motion load/save is still useful for these reasons:

Pair it with HMOT for character specific animations that you can just load up without channel assigning or additional correcting.
You can undo IKB motion load w/ CTRL-Z. You cannot undo HMOT loading. Really handy when you're off by 1 frame and accidentally overwrite your animation.
You can ease in/ease out IKB motion loading to blend animation transitions together (IE: you can ease a character into a walk cycle from a standing pose without manually animating it).

Also, though I don't recommend motion mixer just to do load/save motions, it's still handy for situations where you want to animate a character that's constantly in motion (IE: articulate a character's upper body movement and hand gestures while they walk). You can also offset animation, which is something I don't think can be done anywhere else in LW natively.

Finally, Motion Mixer is a lot more fun to use when you can use these two plugins to deal with things that are tedious to do in motion mixer... like channel assignments!

07-09-2013, 01:40 AM
Thank you, Chazriker.

07-09-2013, 02:27 AM
life saver tutorial!

07-09-2013, 04:10 PM