The easiest way to create assets for partial-body animation is to remove the animation channels for certain bones in the DCC App. That means that you have to create a set of special animations that influence just a limited set of bones and not the entire skeleton.
To complete this recipe, you must finish the Creating animation for your character recipe mentioned in the earlier sections of this chapter.
Let's create an upper body only animation:
cookbook_wave
animation. Bip01 Spine
to the node list.You are now ready to export the animation from the Bip01 Spine bone
and all of its children in the hierarchy.
cookbook_wave_upperbody.caf
. _Relaxed_Run
under the _Relaxed
folder in the character editor.You should now see the combined movement. Notice the legs moving in the same way as the full body animation, with the upper body completely overwritten by the second animation.
You may also want to know how additive animations work; these are similar to upper body animations and can be used to play facial animation.
Additive animations are relative animations, which mean they don't overwrite the animation on the original bones, but instead add motion to them.
This means that an additive animation will preserve the underlying animation and style, which is great for adding poses and animations.
This can reduce the overall asset count greatly and add a lot of variation to the animations.
Possible uses of additives could be breathing, looking around, flinching, posture change, and so on.
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