View Full Version : Motion Mixer - rotate offset?

03-14-2008, 10:12 AM
Hi all,

I want to move a character with motion mixer. The character is made for a game engine, so all the action takes place at the world center, but I'll add some Z movement in the walk and run cycles before I'll create the actor in motion mixer. I would like to have the Z movement inside the actor, because I think it's easier and more accurate (slipping feets).

(However, I don't know if it's a good idea to have that movement inside the actor... it could be a wrong approach)

What I want to do is let the character run along a curved path with slopes.

My idea is to use motion mixer and it's offset editor to move the character, but I have no good idea how to change the path of the character in a curve or when it runs up or down a slope.

03-14-2008, 05:47 PM
Ok, as far as I understand it, I can use the custom character offset to change the direction in which the character is moving. But to do this, I need a motion in which the character starts moving towards the positive Z direction and turns either left or right.

So I would need additional motions to turn the character into another direction. Same for animations moving on a slope.

The other way would be to use only the bones of the character as an actor, and move the object of the character along a path animation.

Ideas, comments, anybody?

03-15-2008, 04:51 AM
Excuse me for thinking loud, but... is there no way to clone an actor in a way that makes some sense?

I've made a test with 2 actors, where actor 2 is just a copy of actor one, and loaded all motions of actor 1 into actor 2. I end up with a scene that's about 92 Mb big. That's the same as if I use load from scene for actor 2.

That's for a character with only 25 bones....

The source scene with all the animations (baked legs) is about 2 Mb.

The scene with 1 actor is ... 47 Mb. And the scene with 2 actors is now at 92 Mb. Why is that? Doesn't make sense to me. I could understand that the scene with one actor is somewhat bigger than the source scene; for some arcane internal reasons. But it doesn't make any sense that the two actors that are (or should be) identical need a scene that's twice as big as one alone.

Edit: GOSH! WTF?

I took a look at the .hmot files - all of them are exactly 2002 Kb in size, allthough the animations vary greatly in length - which would mean that Motion Mixer allways saves ALL data into a .hmot file, regardless of the frame range given for a motion !!

03-15-2008, 09:02 AM
I just realize that it is not that stupid to save more keyframes in the .hmot file than what is defined as the motion.

The point is that a keyframe outside of the actual motion can influence the look of an animation, even if only a small part of the animation shall be defined as a motion.

Think about a walk loop, for example. Let's say the loop has 21 frames, from 0 to 20. In frame 0 and 20, the character has exactly the same pose, as usual. With motion mixer, You wouldn't want to include either frame 0 or 20, since it would look as if the walk cycle would stop for 1 frame in a loop. But to define the motion, both frames are needed. So they are included in the .hmot-file.

But in the case of a ready-made character for a realtime engine, where the scene contains all possible motions at once, it's a little bit too much...

...just sayin'

03-16-2008, 10:06 AM
Had an interesting error... so to say.

I defined motions for another actor, but this one was animated with 25 fps - the first with 30 fps... Motion Mixer doesn't like that, I can't use both actors in one scene. The frame rate of the actors motion has to be the same as the scene in general, or the motions won't play properly.

03-18-2008, 05:29 AM
Narf! Another Quirk: Motion Mixer doesn't like enumerated bones!

So bone (1), bone (2), etc. aren't saved in the .hmot file. They need to have discrete names - the silly thing is, the problem happens when saving the .hmot file. A freshly defined motion works fine. You won't notice this error until You try to load a motion.

Problems like this can really kill a whole days work...

03-20-2008, 05:47 AM
.... just a little preview:

03-20-2008, 11:43 AM
Here we go: