Base Features

Dynamic Additive Layering

This project revolves around the concept of Layering - Additively and Dynamically, Poses onto Motion. It's important to note that poses must be done in a specific way in order to prevent offsets from causing unwanted issues. Known Issue: There are some issues with the way GASP handles Root Offset and Steering which has caused complications in regards to Aim Offsets. These Complications often result in jittering, I have currently reduced this to nearly nothing in my project, but you may have noticed that it's a serious issue in other projects. I am still investigating this on the side when I have time. My goal is to completely resolve the issue altogether. I believe this may actually be a current limitation of the approach they have taken and may not be resolved until a Future Update to the Offset Root Bone node and/or the Steering Node. Offsets are usually caused by a number of things when retargeting including the following: - Base Pose Differences - Anatomy Differences (Shoulder Width, Arm Length, Torso Length...Generally Bone Length) For the purpose of documentation this section will primarily focus on familiarizing you with how the layering system works. This Layering System is Data Driven, unlike some other approaches you may have encountered. This one does not rely heavily on Curve Values, although it does use them lightly. IK is used in this project but only to correct offsets that result as a by-product of Layering Additively the pose onto the motion. Additives will offset the hand from where it was in relation to the other hand. I use Virtual Bones as Reference Points for placing the off-hand back where it was relative to the hand holding the weapon. Curve Values are used for Enabling IK Corrections on Poses, and Disabling them if needed. The Layering System also makes use of Linked Anim Layers for flexibility and easily swapping out data, the linked anim layers are assigned Sets of Poses and Layering Settings, for those Poses, after being linked. This data is stored in Data Assets, which allow you to change the values of the Layering Settings easily during Run-Time. Lastly this project also offers an Alternative to Retargeting for those who do not wish to do so. This feature is "Optional" but will also offer insight into ways in which you could possibly reduce the number of poses for each character by also using Data Assets. These Data Assets allow you to adjust IK offsets on your characters IK Retargeter, during Run-time, to make corrections. This only serve's to allow one to Avoid having to make custom Poses, and it is only for convenience sake and shouldn't be thought of as the Go-To for handling Anatomy and Base Pose differences. To reduce the amount of work needed, you should consider limiting the number of differing Body-Types that differ in both Base Pose and Anatomy.

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