Silver Mocap Tools - Download (Patreon)
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Thank you all for your support! This one is an exclusive just for you! :)
The plugin description will follow shortly in a public post. Here are some quick instructions to get you started.
Load SilverMocap.cslist onto a character.
Select Load From Scene to load a VaM animation saved into an existing scene. I've tested this with a lot of existing animation and mocap scenes and found a few that don't load correctly, but the vast majority seem to work well. The file browser doesn't have all of the typical .VAR filtering features, so sifting through your var files can be a bit of a chore (I have ended up extracting all of my animation scene vars to a directory in Saves to simplify this, you might consider doing the same).
Select Load Animation to load a file that has been created by SilverMocap (below).
Select Save Animation to save the current character animation to a file. Some of the changes you make in the editor UI will be "baked" or saved with the animation. This includes root position changes, rotation changes, start and end time (so you can trim the animation and save a shorter version) and blending (the blending will be "baked" on save). This only saves the current character. For multi character animations, you'll need to save for each character.
After the animation finishes loading, select a character (Select Person in the upper right). Some scene animations involve multiple characters. When that's the case, you can choose which person's animation you'd like to apply to the current character.
There are two types of interpolation available. This fills in positions between frames if VaM is running at a higher framerate than the animation (or if Skip Frames, below, is higher than 1). Linear interpolates on a straight line between two positions. Catmull-Rom is a spline solution that interpolates along a curve. It usually provides better results, so it is the default.
Use Animation Time to scan through the animation.
Set Start Playback Time and End Playback Time to limit the playback to a specific section.
Skip Frames effectively reduces the framerate. At 1, is advances 1 frame at a time, effectively the base framerate of the animation. At higher values, it skips some of the animation frame and uses interpolated positions instead. This can be helpful if the animation is very jittery.
Rotation rotates the character relative to the root atom. This won't always be necessary, but it can be useful when aligning multiple characters. I'd recommend doing this after setting the root position to the character's current location (see below).
Set Root Position will move the atom location to the character's current hip XZ position. This can be very useful if the animated position (or the section of the animation, if you are making a trimmed clip) is far from the characters atom location.
Set, Bake, Clear Offsets. This feature is a little janky. It can still be useful, so I've left it in, but please be aware it can wonkify animations pretty quickly. You can set an offset position of an animated controller to, for example, raise the position of a hand that isn't lining up will with another character. To do this, advance the animation to a time where you'd like to make the adjustment, move the controller in the scene, and click Set Offset (either on the left, which sets offsets of ALL controllers, or on the right, where you can set the offset for a specific controller). It's hard to explain concisely, but if the character moves around a lot in a scene, these offsets can look wrong. But if you are happy, you can then choose to Bake Offsets which will write the changes to the animation (meaning the changes can now be saved with the animation file).
On the right, you'll find checkboxes to enable or disable position and rotation animations on each controller. This can be useful when you'd like to have a plugin control that property instead. For example, you can disable the Head Rotation and use Silver Gaze to control the rotation instead.
Enable Loop to have the animation continue from the Start Playback Time when the End Playback Time is reached.
Enable Blend Loop to smoothly transition a loop between it's start and end positions. Instead of jumping directly form the End Time pose back to the Start Time pos, the poses well be blended together over a period of time specific with Loop Blend Time. If you still see animation jumps, try trimming your loop and saving it to a file. Then load that file back in and enable blending.
This was a tough one! I've been working on it for a while. It's not perfect, but I decided to try and polish it as much as I could and get it into your hands.
Have Fun!!!!!