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align motion.....

Posted By Darren01 13 Years Ago
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Cricky
Cricky
Posted 13 Years Ago
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sw00000p (12/27/2011)
jcasko (12/26/2011)
What tools are available for AML Script Editing? The only reference I found on the Wiki is for an editor that works with iClone 3.

Thanks,

John


Reallusion does NOT provide Help for iClone 5 AML!

In fact, they made it even harder to use. You use to be able to "Export" the persona and edit it!
Now, the exported Persona is "Encrypted"

You are now forced to go manually find the File in the iClone template folder, Persona!
Isn't iClone Fun!w00t



Actually you can edit the personas to a degree using a standard windows text editor. Change the extension of the File from LUA to TXT and open it after exporting it. Once finished, just rename the edited file back to a *.lua extension and you have a new persona.

You can also set up your system file option to open LUA Files with your favorite text editor automatically, but I will not go through basic system parameters for file associations because of so many systems operating out there.

You are correct in saying that there is no Help provided by RL currently, but hopefully this helps someone should they decide to delve into editing existing persona.

Below is the persona for Chuck - Exported as *.lua NOT *.iScript

****************************************************

iObject = {
Commands = {
Idle = {
IdleCommand = {
[ 1 ] = {
ID = "Idle 01";
DisplayName = "Idle 01";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Idle 01";
Delay = 0;
Loop = 1;
};
};
};
[ 2 ] = {
ID = "Idle 02";
DisplayName = "Idle 02";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Idle 02";
Delay = 0;
Loop = 1;
};
};
};
};
};
Perform = {
PerformCommand = {
[ 1 ] = {
ID = "Agree";
HotkeyID = "Perform1";
DisplayName = "Agree";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Agree";
Delay = 0;
Loop = 1;
};
};
};
[ 2 ] = {
ID = "Disagree";
HotkeyID = "Perform2";
DisplayName = "Disagree";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Disagree";
Delay = 0;
Loop = 1;
};
};
};
[ 3 ] = {
ID = "Have no Idea";
HotkeyID = "Perform3";
DisplayName = "Have no Idea";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Have no Idea";
Delay = 0;
Loop = 1;
};
};
};
[ 4 ] = {
ID = "Laugh";
HotkeyID = "Perform4";
DisplayName = "Laugh";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Laugh";
Delay = 0;
Loop = 1;
};
};
};
[ 5 ] = {
ID = "Say Hello";
HotkeyID = "Perform5";
DisplayName = "Say Hello";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Say Hello";
Delay = 0;
Loop = 1;
};
};
};
[ 6 ] = {
ID = "Surprised";
HotkeyID = "Perform6";
DisplayName = "Surprised";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Surprised";
Delay = 0;
Loop = 1;
};
};
};
[ 7 ] = {
ID = "Talking01";
HotkeyID = "Perform7";
DisplayName = "Talking01";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Talking01";
Delay = 0;
Loop = 1;
};
};
};
[ 8 ] = {
ID = "Talking02";
HotkeyID = "Perform8";
DisplayName = "Talking02";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Talking02";
Delay = 0;
Loop = 1;
};
};
};
[ 9 ] = {
ID = "Thinking";
HotkeyID = "Perform9";
DisplayName = "Thinking";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Thinking";
Delay = 0;
Loop = 1;
};
};
};
[ 10 ] = {
ID = "Idle 01";
HotkeyID = "Perform10";
DisplayName = "Idle 01";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Idle 01";
Delay = 0;
Loop = 1;
};
};
};
[ 11 ] = {
ID = "Idle 02";
HotkeyID = "Perform11";
DisplayName = "Idle 02";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Idle 02";
Delay = 0;
Loop = 1;
};
};
};
};
};
Move = {
MoveCommand = {
[ 1 ] = {
ID = "Walk";
ModeID = 1;
Type = "ForwardLRTurn";
Direction = "Forward";
MaxSpeed = 105;
Accelerate = 50;
Decelerate = 40;
RotSpeed = 50;
InitRotSpeed = 50;
ProbeDistance = 60;
PriorityMode = "Animation";
DisplayName = "Walk_Forward";
RightMenu = true;
ClipSeq = {
[ 1 ] = {
ID = "NewClipSeq";
RefClipID = "Walk_start";
State = "Accelerate";
Delay = 0;
Loop = 1;
};
[ 2 ] = {
ID = "NewClipSeq(0)";
RefClipID = "Walk";
State = "Striaght";
Delay = 0;
Loop = 0;
};
[ 3 ] = {
ID = "NewClipSeq(1)";
RefClipID = "Walk_end";
State = "Decelerate";
Delay = 0;
Loop = 1;
};
};
};
};
};
};
Clips = {
AnimationClip = {
[ 1 ] = {
ID = "Idle 01";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Idle\\Idle_01.iMotion";
};
[ 2 ] = {
ID = "Idle 02";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Idle\\Idle_02.iMotion";
};
[ 3 ] = {
ID = "Agree";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Agree.iMotion";
};
[ 4 ] = {
ID = "Disagree";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Disagree.iMotion";
};
[ 5 ] = {
ID = "Have no Idea";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Have no Idea.iMotion";
};
[ 6 ] = {
ID = "Laugh";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Laugh.iMotion";
};
[ 7 ] = {
ID = "Say Hello";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Say Hello.iMotion";
};
[ 8 ] = {
ID = "Surprised";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Surprised.iMotion";
};
[ 9 ] = {
ID = "Talking01";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Talking01.iMotion";
};
[ 10 ] = {
ID = "Talking02";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Talking02.iMotion";
};
[ 11 ] = {
ID = "Thinking";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Perform\\Thinking.iMotion";
};
[ 12 ] = {
ID = "Walk_start";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Move\\Walk_start.iMotion";
Priority = {
[ 1 ] = {
ID = "";
Node = "$";
Value = 1400;
};
[ 2 ] = {
ID = "";
Node = "$.RL_Spine01";
Value = 400;
};
};
};
[ 13 ] = {
ID = "Walk";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Move\\Walk.iMotion";
Priority = {
[ 1 ] = {
ID = "";
Node = "$";
Value = 1400;
};
[ 2 ] = {
ID = "";
Node = "$.RL_Spine01";
Value = 400;
};
};
};
[ 14 ] = {
ID = "Walk_end";
TargetType = "Character";
TargetNode = "$";
ClipType = "Motion";
ClipLocation = "$\\iClone Template\\Motion\\01_G5 Motion_Chuck\\Move\\Walk_end.iMotion";
Priority = {
[ 1 ] = {
ID = "";
Node = "$";
Value = 1400;
};
[ 2 ] = {
ID = "";
Node = "$.RL_Spine01";
Value = 400;
};
};
};
};
};
};


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jcasko
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Posted 13 Years Ago
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Thank you swooooop and Cricky,

I'm starting to have luck with the work-arounds.  I have human, nonhuman and prop objects doing complex animations in a detailed 3D world in a surprisingly short period of time.  That's the good side of iClone.

I'm using XML Notepad 2007 for the AML.  It's frustrating as an end user to note that the lua files have effectively the same form as AML.  Considering the short file size and very limited syntax of the Persona, why anyone would waste time adding lua and/or packed iScipt formats hurts my head.  Why don't they do something useful like the ability to output a CTS file as part of a collected clip or add a simple option in the motion editor to lock feet to keep them from sliding. If I get motivated, I may write a quick parser to change LUA to AML just so the cycle for developing animations isn't so clunky and painful.  But when the next IC5 change comes out - who knows what will or won't work after that.

RL seems to be going for the record on having the most number of file and format types for any single product.

Thanks again for the help,

John




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