Anatomy Anim Import

How to set up anatomy anim import

This node is designed to work in a similar fashion to Houdini’s KineFX nodes but also deliver the ability to work with multiple characters and multiple animations. In addition the node is designed to animate from the rest pose to the start of your animation reducing the need for custom animation ahead of the start frame (also known as preroll) or work with custom preroll if desired.

TOPs and This Node

By selecting the TOP workitem first, you can view your animations as they update. Changing variables such as the Animation Name, T-Pose, start and end frames.

Character Tab

Character

This node expects the output of the character setup process as it’s character inputs (bgeo.sc file from Anatomy Output node)

All On | All Off | Toggle Invert - Modifies the enable character attributes. Character Index - chooses the character to load from. Default value is the TOPs attribute @char_index which gets created when using the TOPs context node Anatomy Anim WorkItems. Character File - The current file based on the index and characters available. Character Name - Name of the current character. The current expression gets the characters name from the file paths parent folder.

Set Up A Single Character

Character File - Find the character file saved out from the Anatomy Output node during the character building stage. Name - Define the name you want for your file names. This must match your characters name. Enable - Controls what work items are generated in TOPs.

Animation imports

All On | All Off | Toggle Invert - Modifies the enable animation attributes. Animation Index - Chooses the current animation to load from. Default value is the TOPs attribute @anim_index which gets created when using the TOPs context node Anatomy Anim WorkItems. You can treat this as an expression and delete it (right click>delete channels) to debug and Animation File - The current file based on the index and animation available. Animation Name - Name of the current animation.

Set up a single animation

Animation Name - Name of the animation. Alpha numeric characters recommended. (A-Z, 0-9, _, -)

Enable - controls what work items are generated in TOPs Hide - controls if the parameters are visible or not. Animation File - Find the input FBX Animation File

Up Type - Set the up type, this is only used if you need to change the up direction of your character. Match Scale - Forces the animation file to match the scale of your character based on the T-Pose Normalize Scale - This ensures there is no scaling on the animation by forcing the normalization of transforms for animation. You should leave this on unless you need to read scale values from your animation file. T-Pose Type - Set how you would like to load the T-Pose. File loads a static T-Pose FBX animation file from disk. Frame lets you choose a frame of the animation to use as the T-Pose

File - static T-Pose FBX animation file

T-Pose Up Type - Choose the up type for the T-Pose.

Mapping - Map what joints from the animation file to the

Evaluate as time/frame - Choose how to calculate time time / frame - Choose to operate on time based or frame based. For this Beta only Frame has been properly tested. Frame - Current Frame Number. T-Pose Start - The frame at which the animation is in T-Pose state. Animation Start - First Frame of the animation. Animation End - Final Frame of the animation. You must set this because it is possible to stretch the time line with animation Start/End. Speed - How fast to playback the animation.

Frame Ranges and Number Padding

We recommend using frame numbers with at least 4 digit number padding. This means you should either have your animation

Last updated