RE: XSI user group meeting Boston
| Date : Fri, 4 Aug 2006 10:05:42 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Andre DeAngelis" <andre.deangelis(at)ubisoft.com> |
| Subject : RE: XSI user group meeting Boston |
|
In theory, it’s
similar but implementation wise, it’s very different. Basically, animation
layers are like applying offset keys to your animation, except that using animation
layers, it much faster and more intuitive. The trouble with the animation
Mixer approach is that a)
you are forced to commit the animation to an action clip, which is not
always desirable. b)
The mixer offers no visual indication of where offset keys are
placed c)
Animation layers can be applied locally, which makes them easier to
manage. Say you have mocap on a character and want to correct an arm
passing through the body, you can simply place keys either side of the problem
area, then insert a corrective key in-between. Unless you have used it (especially
with mocap), it may be hard to appreciate just how powerful this feature is. To give you some examples
( we have written a script that dopes this):
From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Simon Pickard Sorry just trying to get my head about this idea... What's
the difference between this (using layers) and just storing everything in a
clip or clips and mixing between those? |
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