Don't disable Puppet Interface's Animation Strength outputs when Puppet's Procedural Animation tweaks are turned off
At present, if you turn off a Puppet's Procedural Animation tweaks, the Animation Strength outputs of any Puppet Interface gadget attached to that Puppet are disabled. But the information that those outputs would have provided - what the procedural animation would have been doing - is still useful, even for the case where the Puppet is 100% custom animated.
If we want those outputs to work for a custom animated Puppet, we have to turn on the Puppet's Procedural Animation tweaks, and that brings an unworkably complicated set of animation blending rules into play. For example, we have the rule "Procedural animation takes precedence unless custom animation moves Puppet part sufficiently far from its bind pose position" - that gives a "can't be done" if you want a Puppet part to be near its bind pose but the procedural animation doesn't.
The only other solution is to re-implement the logic of those Puppet Interface outputs with other logic gadgets - expensive in time and thermo.
Custom Puppet animation would be much easier if those outputs were always enabled.
-
This would be good, for sure. In the meantime there are a couple of "easy" solutions you can try out.
A) Don't link the body parts up in the body structure tab. I have a feeling it needs heels for these outputs to work still, so you may need an invisible little rig with pelvis -> legs -> heels. But then it won't mess with your animations even if proc-anim is on.
B) Those outputs are actually the speed of the puppet, using the fraction of (walk speed) / (run speed) to know where to blend between them. So you could use the velocity output of the puppet interface, or a movement sensor. Use a calc or a sig-manip to map it to a 0 - 100% range. Wire that into a timeline's playhead. Now you can blend those values however you wish, at whatever points you wish. And use those as normal.
댓글을 남기려면 로그인하세요.