What about restricting Animations to not apply their "animation" (rotation, translation etc..) if their referencing bone is manually controlled?
This would make dynamic / procedural animation a lot easier as you could switch back to canned animation all the time (I need to destroy alle animation tracks for a bone i wish to control manually).
Another point: What about having a weight factor, just as for the animations, for the manual controlled values, so you can easily mix-in some dynamic movement?
I'm going to implement this for our project as we do need some dynamic motions on top of our motion-captured animations, so i'm happy to provide a patch for the Eihort version if it's requested.
Don't let animation tracks modify manual controlled bones
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- Kobold
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Not quite sure what the status is on the patch, but I've used it before to much success (to take manual control of a character's arm while holding a weapon, and give it back to animation when dropped)
Not quite sure what the status is on the patch, but I've used it before to much success (to take manual control of a character's arm while holding a weapon, and give it back to animation when dropped)
- Praetor
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