- Minor fixes in QuickAnimation.py
- Created a script to automatically force a bone to follow a target bone(position and rotation) for one or all animations. Useful for adding a weapon and having it follow the hand, the back or whichever other bone during throughout all animations. Of course, result is still tweakable afterwards.
- Add possibility to offset the bone (both vector or rotation)
- Use UnityArmature.py to generate an armature consistent with futher steps
- Use FcurvesOperator.py to save or load animations.
- If you add new bones to the structure: make sure their name starts with
other_
and be aware that they will not be recorded in the animation
Several improvements have been made:
- No need to insert keyframes for all the bones
- No restriction on names. Whichever name you used to record the animation will be used as reference for loading it.
- Has a small tentative to conserve proportions via a ratio
Example at : https://youtu.be/b1CiLcGc3Rw
Most important improvement: Rigify support ! There is now no limit as to the rig you use. Tested on BasicHuman, BasicQuadruped. Some things that could be improved:
-
No more support for the ratio. Given that the structure has changed, the scripts now finds bones by name, and given the number of bones in rigify, I did not go over them all. One idea to be tested: save informations about the rig along with animation in order to be used to scale animation when loaded
-
Also, it could be interesting to propose the user to remap the names.
File is: QuickTransfer.py
. Enjoy !