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By AverageJoe - 14 Years Ago
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It's been a long time since I've done any iCloning, and so I'm experimenting with very simple stuff. I have a character, a bench, a path, and a "sit here" AML template. I right click the character, choose move forward then click the first node of the path. And walah, he moves right along the path. But he overshoots it by a considerable margin. Is this expected behaviour with paths, and I have to compensate by altering the path, or should they in fact stop at (or extremely near) the end point of the path?
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By colour - 14 Years Ago
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wizaerd (7/30/2011) It's been a long time since I've done any iCloning, and so I'm experimenting with very simple stuff. I have a character, a bench, a path, and a "sit here" AML template. I right click the character, choose move forward then click the first node of the path. And walah, he moves right along the path. But he overshoots it by a considerable margin. Is this expected behaviour with paths, and I have to compensate by altering the path, or should they in fact stop at (or extremely near) the end point of the path?1) Drag the Previewscreen Timeline Scrubber to end of Path 2) Enter 100, in "Position" 3) Play-back. Character should stop at end of Path. Anyone-else?
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By AverageJoe - 14 Years Ago
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colour (7/30/2011)
wizaerd (7/30/2011) It's been a long time since I've done any iCloning, and so I'm experimenting with very simple stuff. I have a character, a bench, a path, and a "sit here" AML template. I right click the character, choose move forward then click the first node of the path. And walah, he moves right along the path. But he overshoots it by a considerable margin. Is this expected behaviour with paths, and I have to compensate by altering the path, or should they in fact stop at (or extremely near) the end point of the path?1) Drag the Previewscreen Timeline Scrubber to end of Path 2) Enter 100, in "Position" 3) Play-back. Character should stop at end of Path. I don;t suppose you'd care to prvide any more detail? Such as enter 100 where? Where is this position entry field? SHould I have the character or the path selected? If I have the path selected, I see no Position filed (seen screenshot 1). If I have the character selected, the Postion field isn't editable because I didn't choose the Pick Path option, I right clicked told the character to Move Forward and then clicked the first point of the path. (see screenshot 2) Anyone-else? You know what happens when you assume, right? Assuming that not everybod is as brilliant as you, and giving vauge instructions isn't really helpful.
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By colour - 14 Years Ago
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Assuming that not everybod is as brilliant as you, and giving vauge instructions isn't really helpful. FWIW - My "Brilliance" is at the same level as your's;) Re; My "Helpfulness", I suggest you read my over 8,000 Posts helping others in the Pinnacle Studio Forum. ;) 1) Select Character 2) Select Animation Tab 3) Select Create Path 4) Create Path 5) Deselect Path Tool 6) Select Character again 7) Select Pick Path 8) Move Timeline Slider 9) Enter 100 in Position - See Attached Image.  BTW - There's an excellent Video Tutorial by Kurzal, using a Prop, which is self-explanatory.
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By AverageJoe - 14 Years Ago
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Doing it this way is problematic. First, the character snaps to the beginning of the path - undesirable. Secondly, the character doesn;t actually walk along the path, they merely move along the path (glide) - undesirable. In the manual it clearly states, create a path. Right click on the character and choose Move->Walk Forward, then click the beginning of the path. Hence the character walks along the path. There is no Position field to enter. All I want to know is, using this method as outlined in the manual, how to make my character actually stop at the end point. http://www.reallusion.com/iclone/Help/iClone4/Pro/08_Animation/Path/Character_Picking_Path.htm it's also outlined in the iClone video (at about 2:50) http://www.youtube.com/watch?v=Sduaq3-VOrM&playnext=1&list=PL8E7CBE3691A26EF3
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By colour - 14 Years Ago
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I would have thought a note of thanks from you for the time & effort I've spent in Replying to your Post, when no-one-else has, so far, would have been in order. Apparently not. A view that's been Posted many times by the Forum's Experts (Which I'm not), whov'e spent some considerable time & effort helping other Forum Mambers, with precious little thanks . "Manners maketh Man" The Route & Screenshot I posted, works ok here & for others, apparently. ADDED -You might like to look at Crickey's Reply in this Thread; https://forum.reallusion.com/Topic88362-86-1.aspx
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By AverageJoe - 14 Years Ago
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colour (7/31/2011)
I would have thought a note of thanks from you for the time & effort I've spent in Replying to your Post, when no-one-else has, so far, would have been in order. Apparently not. A view that's been Posted many times by the Forum's Experts (Which I'm not), whov'e spent some considerable time & effort helping other Forum Mambers, with precious little thanks . "Manners maketh Man" The Route & Screenshot I posted, works ok here & for others, apparently. ADDED -You might like to look at Crickey's Reply in this Thread; https://forum.reallusion.com/Topic88362-86-1.aspx Had it actually been helpful, and answere the actual question instead of telling me to do it another way, another way contradictory to the instructions in the manual, pehaps I would've given thanks. Instead of help, all I really got was attitude. So thanx for that.
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By AverageJoe - 14 Years Ago
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sw00000p (7/31/2011)
Wizaerd, OVERSHOOT: * The overshoot occurs when the {ActionRadius} is incorrect! * Start with (80 centimeters) and go from there! Alternative: Use a (poshelper) to controll character movement! No Sir, I'm not going to explain to a (Senior Member) how to adjust AML! ... And..... COLOUR WORKED HARD TO HELP YOU! sw00000p Forget it, I'll figure it out on my own. I merely came here to ask how to accomplish something clearly documented in the manual, that didn't give the expected results. I didn't come here looking for attitude, but it's precisely what I got. Cocky, arrogant attitude. Anybody else? Thats the arrogant response I got. And instead of helping me out with the clearly documented instructins as outlined in the manual, I was told to do it some completely, and less convienent way. As I have already stated, by wating iClones tutorials and in reading the manual, I am doing it it the prescribed way. It is not necessary to Pick Path. There are many advanatages of doing it the way documented in the manual. I'll just have to live with the fact that it overshoots.
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By colour - 14 Years Ago
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Cocky, arrogant attitude. IMO, "An Innocent Bystander" (Legal Term), having read This Thread, would deduce that it's in fact yourself who has a "Cocky, arrogant attitude". less convienent way. As I recall (Correctly/incorrectly), that's the way described in Kurzal's excellent Video Tutorial. Since you're not prepared to even attempt to fix your problem by applying the fixes provided, one can only assume that you're a time-waster:angry: There are stronger words I could use to describe yourself, based on your responses, but they would breach the Forum's TOS. Maybe you should read them!
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By AverageJoe - 14 Years Ago
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I am only going to reply to this one more time. The question was: When right clicking a character and choosing the Move Forward command, then clicking a path, how to prevent them from overshooting the end point of the path. Your initial answer was edit the Position field, and change it to 100. Now if you had actually read my question, you would've known that the Position field doesn't play into it at all. It is disabled and non-editable. But instead of explaining what you meant, you instead popped off with an "Anyone else", as if you were the complete volume of iClone knowledge, and that there wasn't anything you couldn't answer. And yet, it still was not an answer. And when I pointed out that the manual explains the exact same method I was using, and that iClones own tutorials on the subject refer to my method, you still weren't any help. Instead you point me to a tutorial on moving props along a path. Then you have the audacity to critisize me because I didn't thank you. And yet, you still never answered the initial question. So I am so very sorry to have wasted your time asking a question you obviously cannot answer, and instead of admitting it, you go of onto other tangents. For anyone else, the initial question remains. When right clicking a character, and choosing move forward, then clicking the first point in the path, is there a way to prevent the character from overshooting the end of the path? It's even worse if one chooses Run Forward.
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By stuckon3d - 14 Years Ago
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Hi there, i might be able to help you, but first can you tell me which character are you using and which persona? Very important. I want to be able to recreate so i can show you the fix. ;)
cheers,
Stuckon3d
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By AverageJoe - 14 Years Ago
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Initially, I am using Trey with no change to persona, since it was an experiemnt to see how it worked. Ultimately, it's a solution that can be applied regardless of character/persona. if not, that's ok, but I can hope, right? Thank you for your consideration.
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By AverageJoe - 14 Years Ago
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sw00000p (8/1/2011)
Wizaerd, Sir, keep doing it by the manual and... Set The End Key (Tangent) To: AUTO It's most likely set to (Linear)! Now the animation will (Ease In)! ... instead of Overshooting! _____________________________________________________ Edit: I fully understand your point! I remove the "Headache (iClone Animation) by Using ONLY Max Animation! I sincerely hope you can Edit That, "Stinkin Key!":crazy: You can in Max! Hope this Helps! sw00000p I'm not exactly sure how to interpret this message. You tell me to edit the end key, but there is in fact no "key" to edit. Then you edited your message to say that you understand my point, that you don't use iClone, but Max (by which I assume you mean 3DS Max). So is there something I should be gleaning from this message? Surely not to use 3DS Max, because I really don't have much desire to be a full fledged 3D character modeler and animator. For the record, if you right click the path animation in the timeline, you can choose "Transition Curve", but it is already set to Linear. (see screenshot) So... uh... thanx, I think?
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By AverageJoe - 14 Years Ago
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sw00000p It's not really that important. As I said, I've been away from iClone for a long time (perhaps for the very same reasons of your own frustrations) but I've re-kindled my interest in the app after using some even more restrictive software than iClone. So I'm re-aquaintting myself with it, and came across this path overshoot issue. I was hoping there was a convienent way to prevent it from happeneing, but if it's just one of the quirks of the app, then I can accomodate (aka work around) for it. (for the record, I am not a big fan of the pick path alternative, although it does give the best results at the end point, but the snapping to the path, and having to link and unlink the path is just an inconvienece that shouldn't be necessary) Of course, having such variable results for something that should behave consistently, is indeed one of those frustrating quirks that turned me off to the app initially. I have a sneaking suspicion it has to do withthe length of the walk animation cycle, and when he hits that end point, he's actually in the middle of the walk loop, which must finish up, hence overshooting the endpoint. There should be a re-calculation somewhere within the app that just isn't applied, but is applied when choosing the Pick path option.
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By colour - 14 Years Ago
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sw00000p (8/2/2011)
Besides the Given advise, "That Works Very Well".... I'd really like to (Learn) by hearing, COLOUR and STUCKON3D'S Opinion's concerning OVERSHOOT! They Could Teach Us Alot! sw00000p
My observations are that Character "Overshoot" occurs when:1) Character is following a Path, using just Character Walk/Run Forward Right Click Command. As discussed in this Thread. 2) Using just Walk/Run Forward Right-Click Command & then Clicking the point at which you want the Characxter to Walk/Run to. This has been discussed before. 3) In Director Mode & just using the W Key, when released. There's possibly an over-run, using ASD Keys. Solutions for 1) have been provided. 2) & 3), I Edit-out the over-run in my NLE Program. Which I find easier & quicker to do, since I over-run the Timescale of each Scene anyway, giving sufficient leeway to Edit-out bits I don't want Stuckon3D is the Expert here. Not me. Best to take & follow his advice re; all matters re; iClone, when offered.;) My current Project requires several Paths for iProps & Characters (2 are Linked to each-other).
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By mark - 14 Years Ago
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Well......at the risk of being flamed, trashed, not reading your question, which I haven't, or not answering your question which I may not but I believe others have ... I think I'll give it a try.
I'm just a glutton for punishment I guess, and I'll try not to be... rude, wrong maybe, but not rude! ;)
Tutor?:w00t:
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By AverageJoe - 14 Years Ago
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Solutions for 1) have been provided. nevermind... I had a real snippy, snarky comment here, but I've edited it back out, I am not going to restart the flames...
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By mark - 14 Years Ago
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Thanks.
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By AverageJoe - 14 Years Ago
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mark (8/3/2011)
Well......at the risk of being flamed, trashed, not reading your question, which I haven't, or not answering your question which I may not but I believe others have ... I think I'll give it a try. I'm just a glutton for punishment I guess, and I'll try not to be... rude, wrong maybe, but not rude! ;) Tutor?:w00t: Thank you Mark, I appreciate you listing several different solutions. However, if I may play devil's advocate... Firstly, you have to admit that not having to pick a path, but instead choosing Move Forward, then clicking the beginning point of a path is far more convienet than the different methods you've listed. One of the primary advantages is if the character is not physically positioned at the beginning point ,they will naturally walk to that point before beginning their trek on the actual path. This can come in handy in many different scenarios. The second big advantage is not having to pick and release paths. Again in a busy scene, picking and releasing paths, espcially with many different paths, can over-complicate a scene. So because of the convience, especially if it is a busy scene, the right clicking method may be preferable, and yet still overshoots. All your methods involve meticulous tweaking in the timeline. For a small scene, not a problem. But a big scene, with many other animations and/or characters could get overwhelming. So as far as you know, is there anyway to keep the convienence and limit the overshooting to a minimum? Either RL should fix this, or remove this method altogether since it doesn't give good enough results.
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By Paumanok West - 14 Years Ago
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colour (8/3/2011) 2) & 3), I Edit-out the over-run in my NLE Program. Which I find easier & quicker to do, since I over-run the Timescale of each Scene anyway, giving sufficient leeway to Edit-out bits I don't want
You admit this is easier. You admit this is quicker. It is guaranteed to work every time. The audience doesn't know, and even if they did they wouldn't care. And you've got a million other things to do to finish your animation.
Call me a shameless pragmatist, but to me, this sounds like the answer.
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By mark - 14 Years Ago
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Hopefully this will all be a "moot point" in iClone 5 :)
Can I get an... Amen?
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By colour - 14 Years Ago
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wizaerd (8/3/2011)
Solutions for 1) have been provided. nevermind... I had a real snippy, snarky comment here, but I've edited it back out, I am not going to restart the flames... .............and lose. I was warned about the Flamers in Reallusion Forum before I became a Member, by a well-respected Senior Member & that's why we both preferred CoolClones Forum - A much nicer place to be. Unfortunately it's more-or-less petered-out. The Reallusion Forum has a bad reputation for Flaming. My Post was in Reply to sw0000P's Post, anyway. Amen
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By AverageJoe - 14 Years Ago
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colour (8/3/2011)
wizaerd (8/3/2011)
Solutions for 1) have been provided. nevermind... I had a real snippy, snarky comment here, but I've edited it back out, I am not going to restart the flames... .............and lose. [snip... no worth falling to the tempation, or the bait presented. talk about flaming...]
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By colour - 14 Years Ago
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mark (8/3/2011) Well......at the risk of being flamed, trashed, not reading your question, which I haven't, or not answering your question which I may not but I believe others have ... I think I'll give it a try.
I'm just a glutton for punishment I guess, and I'll try not to be... rude, wrong maybe, but not rude! ;)
Tutor?:w00t:
Thanks for that, Mark:) Downloaded to my iC4 Tuts / Mark's Tuts Folder, Via Applian Freecorder & can be viewed, using Applian free FLV Player (If others are interested).
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By mark - 14 Years Ago
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No sweat colour old boy :D It's just my 2 pee worth :P
As I said, hopefully, it will be a useless tut when 5 comes out Hope,Hope ;)
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By martok2112 - 14 Years Ago
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If I may add my two quatloos worth :)
I've always found it easier to attach the character to the path first, have them traverse the path points without any animation first, check the playback to make sure that the timing is right, and if not, adjust from there, THEN, add in the animations. (A static walk animation is better in this situation than an actual forward moving animation....in other words, a walk animation that keeps the character in place, rather than physically moving forward, because the motion along the path will handle that.)
So....
1. Attach said character to first path point. (Highlight character, select "Pick Path" and use the cursor to select the first point on your path). 2. Adjust the playback slider at the bottom of the main UI to however far down the timeline you wish to go. (5 seconds? 6 seconds? whatever) 3. Select Pick Path again, and use the cursor to select the last point on your path.) 4. Check the playback to make sure your traverse time is satisfactory. If it isn't, go into the "TIMELINE" under your character's "CONSTRAIN" settings, and adjust accordingly. You will find the end path point. The path points look like two vertical hashes, connected by a solid line. The hash on the right is your end path point. Move it right to increase the travel time, left to decrease. 5. Replay. Satisfactory? Good. Now you can start laying down the actual animation. 6. Go into your character animation templates, and pick whichever walk or run animation you wish them to execute. 7. Check the playback again. Some default characters (Trinity, Jack) have Start and End walk/run animations in addition to full on walk/run animations. You may use these animations for your custom character, even if they are not Trinity or Jack. So, to make sub-notes of this.
1. During the animation addition phase of your path animation, select Trinity's MOVE animation blocks if your character is female, Jack's if your character is male. 2. At the first path point, select the respective character's "Walk-Start" or "Run-Start" animation. 3. For the main part of the path traversal, pick "Walk" or "Run" until the character is near the end of the path. 4. When your character is reaching the end of the path, select "Walk-End" or "Run-End".
These are pretty simple instructions, and assumes you know the UI decently enough to find these things.
And the nice thing is, the characters will NOT overshoot the end of the path.
In fact, wizaerd, here is my tutorial as shown in another thread....hopefully the illustrations will help. :)
https://forum.reallusion.com/FindPost87316.aspx
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By AverageJoe - 14 Years Ago
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Thank martok2112, there's certainly a lot more to getting a character to smoothly move along a path than the right click, move forward, select path approach. Hopefully iClone will better document or tweak it, because using the approach from the manual just does not give good smooth results, whereas your approach does, just a whole lot more work to it. If I may be so bold to ask a how to question... Is there a way to get the character to stop somewhere along the path, for a length of time, then resume moving along the path until the finish? Stop and perform some other animations/actions before resuming? [EDIT] - Nevermind, I think I figured it out. Move along the timeline find your spot where you want them to stop, and edit the position field. This will drop a new key onto the timeline. Copy it move forward in time where you want them to resume, and paste the new key. You'll most likely also need to move the ending key a bit further along to to tweak the timing. Of course getting the looping animations timed and in the right places will be trickly, but they're tricky on just a normal move along a path, so same premise, just time different animation sequences, then resume the walking loop...
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By Rampa - 14 Years Ago
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you can also just cut your animation clip in half, and move the latter half further along the timeline. Just make sure you cut it so your character looks balanced when they stop.
That effectivly leaves an open spot to add other animations, and keeps it all pretty simple.
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By Rampa - 14 Years Ago
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Getting back to the original query.......
I did a little experimenting, and discovered that when my character overshoots the end of the path (I don't like attaching them to a path), I can then select the point in the timeline at which they are exactly at the end of the path, and add an "idle pose" (the one where they are just standing there, but any pose would work). You might want to drag out the transition portion of the idle pose (outline part on the front of the clip in the timeline) for a smoother transition.
In the timeline: The walk will be on the "Move" line for the character, and the idle pose will be on the "motion" line for the character.

Hope this helps.
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By AverageJoe - 14 Years Ago
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rampa (8/13/2011)
Getting back to the original query....... I did a little experimenting, and discovered that when my character overshoots the end of the path (I don't like attaching them to a path), I can then select the point in the timeline at which they are exactly at the end of the path, and add an "idle pose" (the one where they are just standing there, but any pose would work). You might want to drag out the transition portion of the idle pose (outline part on the front of the clip in the timeline) for a smoother transition. In the timeline: The walk will be on the "Move" line for the character, and the idle pose will be on the "motion" line for the character.  Hope this helps. Ladies and Gentlemen, we have a wiiner. Rampa, as to the original question, this is indeed the best solution. I too am not a big fan of the picking path method, which is why I asked the original question in the first place. Although based on all the other answers here, I felt that it was the only feasible way. But you have renewed my faith in the user friendliness, and ease of use which iClone is supposed to be known for. However, to the others who've responded in this post, thanks to you, I have learned that if you're willing to go through the extra steps and tweaking, the pick path method does allow for far greater control. So thanks to everyone. Rampa has shown that we can have our cake and eat it too, and the other posters have taught me how to bake a far more elaborate cake.
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By martok2112 - 14 Years Ago
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You're welcome, Wizaerd. :)
In my techniques of animating character movement, I sometimes have to choose between using a path, or going into "Director" mode, and using the walk animation in that, using the keyboard as a means to control where the character goes.
My criteria: Do I want the character continuously walking to the end of their journey? Or do I want them to make stops along the way?
If the question is the the former, I'll use the path method I described. If the latter, I'll go into Director mode, making stops where I wish them to stop, and resuming when I wish them to resume.
Now, this is to say that I've not learned AML/XML. I don't know how to make scripts to allow for different animations in Director mode, based on the needs of the scene. So, sometimes, I have to just wing it, and strike a balance between the two techniques.
I guess you can say that my usage of Director mode, at least for now, is a broadsword solution for stop/start animations during walking. :)
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