AS Anim Tool

The AS Anim Tool works in conjunction with Animism rigs. It is used to:
1) import/export animation
2) transfer mocap from an FBX file onto a rig
3) bake down the animation on a rig into joints and geo



overview

CHARACTERS

animtool_characters.jpg

This drop-down menu is visible on all tabs of the AS Anim Tool and dynamically updates to show the character control sets of all of the Animism rigs in your scene. The control set that is visible will be the character to which all of the tool functionality will be applied.


skeleton: mocap import

animtool_mocapImport.jpg

CLIP FOLDERS: This will display the current clip folders in your directory. Use the folder navigation bar at the bottom to choose a new directory.

CLIP FILES: This window will display all of the clips located in the highlighted folder. You will be able to see the file name and date as well as any notes associated with the file.


skeleton: mocap export

animtool_mocapExport2.jpg
 

load/edit skeleton

animtool_load2.jpg

LOAD: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

EDIT SCENE MOCAP SKELETON: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

BAKE EDIT: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

 

clips

animtool_clips2.jpg

CLIP FOLDERS: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

CLIP FILES: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

CLIP NAME: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

 

export clip

animtool_export2.jpg

EXPORT CLIP: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

PLAYBLAST CLIP: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 


rig: mocap bake

animtool_mocapBake2.jpg
 

arms

animtool_arms2.jpg

The check boxes on the left provide options for the functionalities you wish to be included in the animation transfer process:

  • ik controls
  • fk controls
    -both ik and fk can be baked at the same time
  • align to limb (attribute on the *_ikHand_anim control)
    -choose if you want the wrist rotation to align with the forearm. If checked, the wrist rotation is baked onto the *_ikHandGmb_anim control
  • fingers
    -check if your mocap data has finger animation on it

The L Space and R Space drop-down menus next to each controller allow you to specify to which parent space each control should be in when the animation is transferred.

The L Rot Order and R Rot Order sections allow you to change the rotation order of each control independently.

 

legs

animtool_legs2.jpg

The check boxes on the left provide options for the functionalities you wish to be included in the animation transfer process:

  • ik controls
  • fk controls
    -both ik and fk can be baked at the same time
  • align to limb (attribute on the *_ikFoot_anim control)
    -choose if you want the ankle rotation to align with the lower leg. If checked, the ankle rotation is baked onto the *_ikFootGmb_anim control
  • foot roll
    -choose if you would like the animation on the ball of the foot to be baked onto the *_ikFootSole_anim control (foot and toe controls stay on the ground when lifting the heel) or if you would like all of the foot animation baked onto the *_ikFoot_anim control (toes would be counter-animated while foot is raised/rotated to appear to stay on the ground)

The L Space and R Space drop-down menus next to each controller allow you to specify to which parent space each control should be in when the animation is transferred.

The L Rot Order and R Rot Order sections allow you to change the rotation order of each control independently.

 

cog

animtool_cog.jpg

Checking this option splits up the cog animation onto 2 separate controls. The character's main cog control will receive all translation curves (xyz) but will receive only the rotateY curve to control the character's orientation. The rotateX and rotateZ curves will be baked onto the cog offset control, which eliminates gimbal lock when your character rotates more than 90 degrees and ensures rotateX and rotateZ always maintain their same orientation relative to the direction of the character (ie. rotateX will always rotate the character forwards/backwards and rotateZ will always rotate side-to-side). This option is highly recommended for easier curve and performance manipulation.

The main and offset drop-down menus allow you to specify the rotation of the 2 specified controllers (main cog and offset cog).

 

time range

animtool_range.jpg

Choose between using the scene time range (current time slider) or specifying your own start/end frame.


rig: in/out anim

animtool_animClips2.jpg

CLIP FOLDERS: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

CLIP FILES: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

CLIP NAME: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

 

manage clips

animtool_viewClip2.jpg

Left click on a clip to access additional options for that clip:

  • refresh
    -text goes here
  • view
    -text goes here
  • load
    -text goes here
  • delete
    -text goes here
 

export clip

animtool_export2.jpg

EXPORT CLIP: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 

PLAYBLAST CLIP: text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. text goes here. 



For questions or technical support with the AS Anim Tool, please fill out the form below.
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