Closed ProPeach closed 22 hours ago
Can confirm, this happend to me aswell
@ProPeach @BigBadKangaroo I think the issue might lies with the idle position. You must make sure that your idle position is matching the older one first.
This is because this is a walk animation import tool made to be retargeted to a different mech with potentially a very different idle position.
I was thinking of storing the idle position inside the rotator, and having a button to fetch idle position from current rotator angle, I think it would facilitate what your are doing, what is your take on that? We would get: a field "mech idle angle" inside the rotator, and a "Assign idle position from current rotator angle" button inside the mech computer window, so you would press that button first, and then import the walk anim.
@tsunamayo being able to import the idle position from a rotators current angle was actually something I was wondering about too, so I would definitely support it. So far, I've been manually setting each joint to an angle to work out what looks nice for the leg, and then once happy copying these angles into the Mech Computer for the Idle stance. An import button to do that copying for me would be brilliant
@tsunamayo Hi there,
to be able to set the idle position of each limb by just pushing a button in the menu sounds great. Could be a nice QoL thing.
But wouldn't it be possible to import/export the idle position of the animation that you're saving, too? I mean, you can already save the walking animation, why not saving the idle position within the same animation save? So you can import a complete animation for a mech, export it to the new/different mech, load it in and everything (idle+walking) is ready to go. Wouldn't that be easier?
@tsunamayo Hi there,
to be able to set the idle position of each limb by just pushing a button in the menu sounds great. Could be a nice QoL thing.
But wouldn't it be possible to import/export the idle position of the animation that you're saving, too? I mean, you can already save the walking animation, why not saving the idle position within the same animation save? So you can import a complete animation for a mech, export it to the new/different mech, load it in and everything (idle+walking) is ready to go. Wouldn't that be easier?
Nope that is more complicated to do from my side, also the use seems really niche and not what it was designed for. If I understand correctly you want to destroy your computer and place it elsewhere while keeping the animation? Cant copy/paste do the job?
@ProPeach @BigBadKangaroo Okay I have made the button change for 24w27a. Cheers
@tsunamayo Hi there, to be able to set the idle position of each limb by just pushing a button in the menu sounds great. Could be a nice QoL thing. But wouldn't it be possible to import/export the idle position of the animation that you're saving, too? I mean, you can already save the walking animation, why not saving the idle position within the same animation save? So you can import a complete animation for a mech, export it to the new/different mech, load it in and everything (idle+walking) is ready to go. Wouldn't that be easier?
Nope that is more complicated to do from my side, also the use seems really niche and not what it was designed for. If I understand correctly you want to destroy your computer and place it elsewhere while keeping the animation? Cant copy/paste do the job?
Hi there,
well, this is somewhat correct. However, I mainly thought of: -building a mech -saving the "done" animation -build a new mech with the same leg layout (hinges at the same place, but maybe a longer leg / different leg design while the "skeleton" of the mech stays the same, so every moving part has the same way of moving) -import the animation -"ready-to-use" the old animation for the new (bigger, better) mech
But if it is more complicated on your end, then don't bother too much about it. Simply saving the entire BP and copying the walking animation by looking it up in the mech computer and switching between the old and new mech works fine for me. Just takes some time.
Short Description of the issue:
I made a silly mistake, and placed my Mech Computer below the mech for easy access while working out the walk cycle, now it's time to move it into the main body.
But there is missing key information when I export/import the MechAnimation file into the newly placed Mech Computer
Here is the original Mech Animation
Here is the same Animation file, after being exported and loaded into the new Mech Computer
Keys are missing and angles have been changed, meaning the resulting animation is wrong. I have only linked up one leg for this video for ease, but the same issue occurs if you link up all joints https://imgur.com/InciBF8
This is what the mech animation should look like https://imgur.com/a/OXBGATJ
Steps to reproduce the issue:
Environment
Additional information:
bp Dwarf Spider Droid.zip Animation File Dwarf Spider Droid Test.zip