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...It works because the root does not move, but the avatar's hips do, thus allowing a walking avatar not being attached to a path in the Motion Puppet. This is an AWESOME bit of research rampa!! Thanks!:D:D:D
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Am7add9
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Am7add9
Posted 12 Years Ago
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mark (1/23/2014) This is what I do and it seems to work for me...
Locate folder that has the anim you want to use with the "Find File" button in iClone.
Copy the iMotion file to your own folder in the iClone Templets/Presets folder. This folder should have the 3 .bmp files included. (If it's an older .vns anim you need to load it to an Avatar then "Collect Clip" to create a new iMotion anim clip)
Once the iMotion file copied into the folder I locate an .ini file (any .ini file will do) copy it and then rename it to match the name of my new anim. For every anim file in your Preset folder should have an .ini file of the same name.tested and working cant thank you enough mark!
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This is what I do and it seems to work for me... Locate folder that has the anim you want to use with the "Find File" button in iClone. Copy the iMotion file to your own folder in the iClone Templets/Presets folder. This folder should have the 3 .bmp files included. (If it's an older .vns anim you need to load it to an Avatar then "Collect Clip" to create a new iMotion anim clip) Once the iMotion file copied into the folder I locate an .ini file (any .ini file will do) copy it and then rename it to match the name of my new anim. For every anim file in your Preset folder should have an .ini file of the same name.
 Click here to go to my YouTube Channel filled with iClone Tutes and Silly Stuff
Visit ANIMATED PROJECTIONS Powered by iCLONE
Intel Core i7 3960X @ 3300MHz Overclocked to 4999.7 MHz Sandy Bridge 24.0GB DDR3 @ 833MHz Graphic Display HP ZR30w GeForce GTX 980Ti 6GB Microsoft Windows 7 Professional 64-bit SP1 ASUSTeK COMPUTER INC. P9X79 WS (LGA2011)
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Am7add9
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Am7add9
Posted 12 Years Ago
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@rampaa or anybody
must be missing something here i created each of the folders with the bmps inside. then copied some motions into this folder. ok, i now see all these motions in the puppet panel however everything to apply them is greyed out. and the masking does not do anything..
looking at the original folders i see .ini files so......
any help there would be greatly appreciated, and probably reciprocated
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animagic
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animagic
Posted 13 Years Ago
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Well, I have to try that out. Learn something every day...:w00t:
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Rampa
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Rampa
Posted 13 Years Ago
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There is also another way. Not sure if I'd call it a feature (kind of is), or a bug.
The Motion Puppet will not allow any of it's animations to move the root of the puppet. That is why your puppet ends up moving in place. You can use the path to do your translation. This works pretty well, but can be a pain.
The other way is to convert your motion to a "non-root-moving" motion. Sounds crazy, and it kind of is, but it's easy and works a charm. I've only done it for adding Motion Puppet masked animations to an existing walk animation. I really don't like attaching my avatar to a path, so I futzed about until I found another way.
In 5.3 or 5.4, RL added a "Modify" option to edit existing motions. You access it by right clicking the motion in the timeline and selecting "Modify". A panel that looks a bit similar to the Motion Puppet sliders will open up. You can try out some changes, or just hit OK. At this point your motion should be converted. To check this, select the transform or rotate tool with your avatar selected (this is so you can see the gizmo). Now if scrub the timeline, you should see your avatar move, but the gizmo stay still. You must scrub, not play, to see this.
With the motion so converted, you can open Motion Puppet and mask out your avatar's legs and hips, and add new upper body motions. Your avatar will now walk and chew gum at the same time.
It works because the root does not move, but the avatar's hips do, thus allowing a walking avatar not being attached to a path in the Motion Puppet.
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animagic
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animagic
Posted 13 Years Ago
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I believe you need to use a path to accomplish that. So the beginning of your path is at the starting point and end the is where you want to go. Using a path allows you to coordinate forward motion and animation accurately by tweaking the timing on the path.
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Pochontas
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Pochontas
Posted 13 Years Ago
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My problem is I first used transform to move character from one place to another thinking I'll add motion for legs via motion puppet later, but when I do that (later) character just stands in one place and moves his legs. Is there a way for it to not ignore moving I set in transform bar earlier?
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rcsinger29
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rcsinger29
Posted 14 Years Ago
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That's awesome man. Thanks a lot. I tried using custom bumps hat I made with preview from iClone but they are too big. I am going to Streamline your and Sens input into one post for anyone who still doesn't know how to do this. It's priceless info.

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Rampa
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Rampa
Posted 14 Years Ago
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I just had a go at it....And I got it!:w00t:
You don't need to touch the INI file at all. Create as many new folders as you want for your animation categories, just make sure each one has the 3 BMP files for its button. You probably want to make your own graphics.
I did a quick test by copying the "Idle" folder and renaming it "IdleX". I then went into that folder and changed the names of the BMP files to:
IdleX_Click IdleX_Def IdleX_Over
Sure enough, I got a fifth button and had to use the arrow to move sideways in the category list. You do need all three!
The categories list alphabetically from left to right it looks like. My "IdleX" tucked in just to the right of the original "Idle". Not sure what that INI file does.
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