PDA_OverlayLayering
Last updated
Last updated
Here is where the primary part of this system is controlled, the Layering itself of the Poses onto the Locomotion. Legs: In most situations you will likely never want to touch this. Legs can only really be modified during Non-Moving Animations otherwise it will cause things to mis-align and move in the wrong direction. Pelvis: If you have a Pose where the Pelvis is dropped this will allow you to transfer that to the underlying animation system. If your poses have the character without it's feet on the ground then this could cause the legs to lock and look really funny. If you use this the feet need to be touching the ground on that Pose. Spine: Making this too loose but the Arms too Stiff could cause things to desynchronize in odd ways. It may appear as though the arms are moving independent of the body. I find that if you need stiff arms you will choose Overlay for both the Spine and Arms and then Lightly Apply (0.1 - 0.3) some UpperBody Secondary Motion afterwards in Local Space. Overlay on the Spine doesn't have to be FULL OVERLAY, it could be (0.5) Overlay, or (0.75) Overlay. Head: Sometimes if your head is really close to the rifle you may need to make it stiffer by setting this to Overlay. Arm Main Pose: This is layered with Mesh Space Rotation Blend, which ensures the rotations are applied in Mesh Space, Scaled by the Alpha Amount entered. When Aiming you may wish this to be Overlay (1.0). If not aiming you can set this to (0.0) so that it's not processed. Arm Secondary Motion: This Applies more Dynamic motion back to the Arms, when not aiming or holding something you may want this to be in Local Space (0.5), but you can sometimes get decent results by having it applied as Overlay. When Aiming you will want this to be (0.0), otherwise it will effect your gun's aiming direction and will throw off accuracy significantly. Upperbody Secondary Motion: This is layered with Mesh Space Rotation Blend otherwise it will effect your ability to aim accurately. It allows us to add some amount of Dynamic Motion to the pose which gets transferred over from the Locomotion. Use this lightly, especially when holding and aiming a 2-Handed Rifle. When Not Aiming you could have this fairly high around (0.5), but when Aiming you won't want it higher then maybe (0.15).