Adventures in fragMOTION: Merging & protoTyping the baseHuman
by Rex · 12/30/2006 (4:58 pm) · 6 comments
Greetings! Happy New Year!
My last Posting on fragMOTION delt with the program's ability to mimic Torque's mounting scheme and the Customizable UI that the author has provided. Both of the features lead to an increased workflow for the lowEnd modelling enthusist/developer.
Today's Posting will concentrate on Merging and how it relates to Skeletal Rigging and Animation Sequences previously created and stored within another file. I believe Importing to replace the current Scene, while Merging will combine portions of another file with the current Scene. This became important as I found, thru protoTyping, that my skeleton needed a bit of extra freedom between the Clavicles and Head.
I had been working on my 'baseHuman' figure recently. This is my attempt to get a nice, generic-sized human figure with a fair number of mountNodes logically positioned and a high degree of hand articulation constructed for my long range workSim I'm constructing. Having a little familiarity with the Character Studio Biped, I based my initial construction on that hierarchy, which coincindently; is what the TGE 'Kork' is based upon, as well as any early SDK examples, if I'm not mistaken.
I gave the Biped a little more flexibility and localization by separating the upper and lower parts of the body, having them branch from the base Biped Node, that was not an issue as I'd not really animated anything yet. This, I'm thinking, will perhaps help later on with keeping my lowerBody actionThreads from conflicting with my upperbody armThreads; plus it gave the player a very flexible lower body in relation to it's upper, keeping any kicking sequence from throwing any IK into the upper body holding a steady weapon, ;). I had been building my DTS skeletons by keeping a gameSpace scene with IK Groupings and it was simple relinking inside the objectTree and off I went...I began to animate some poses and basic motions. This is where I began to encounter some issues that normally would prove fairly hairy to navigate, but as this series of articles is intended to show, fragMO has some features that make this type of 'quick thinking' manuever possible.
I animated some quick sequences to check articulation again and 'thought' everything was easily poseable from the current configuration; ha! I did a backFlip, walkForward, sitDown, fallDown, crouchDown and some typing poses...things looked grand. I quickly found my original placement of the baseThumb node wasn't going to accomodate the lovely NetGeos M16a offered as a Christmas gift, so I went back into gS and gave a wider grip to the hands and I began to pose away! Gee, this seems to be about gS and rigs...almost. This is where the features of fragMOTION begin to shine brightly.
So, I had lower body & some upper body animations stored inside a shape that had Thumbs positioned differently than the current Scene inhabitant, bummer. To further 'complicate' things; I also noticed that the original location of the Clavicles below the Neck and above the Head would not allow the Head enough flexibility to get a decent look to the rifle. Man, I was hosed, so I thought. I've lost my other sequences...
Resigning myself to redoing the earlier test, I decided to rebuild my rig inside fragMO this time. That took a little T & E to get things worked out, and shortly I had a new rig, still Bound to the Mesh btw, that had been relinked to have the Neck[& arms] and newly created "Biped01 Throat"[& head, etal] node branching from the Spine2 node. This was really going to screw up my earlier animations dealing with typing and griping the weapon; or so I thought.
I decided to attempt a full onslaught right away. With the newly restructured skeleton with mesh bound inside the fragMOTION scene, I decided to 'attempt' to bring my completed sequences into this entirely different file. File--Merge, and I was presented with a browse dialog. I selected my previously animated .ugh file, and was presented with another dialog. This dialog resembled the entire CharacterSchema of a fragMOTION Scene, I think. Listed in Tree form, with radioCheck boxes to include/exclude stored data, I began to exclude any mesh, material, and texture information. I then checked the sequence I wanted keyframe data for and then began to systematically exclude the Thumb nodes[and down] and the Head node[etal].
Well...it worked perfectly! I went back and brought every sequence I created with the earlier restructured rig into this current Scene with a new skeleton, and the existing Bones followed the keyframe data exactly, except for any Bone I didn't include with the Merge. So, I got no keyframes for my Head or my Thumbs...but I brought in all the other exisiting keyframes, and better yet; nothing seemed borked. All stored poses and motions played as before, while using a different skeleton! Whew! Saved a little work and learned some new stuf! Looks like even more is possible, in the lowEnd, ;)!
I've established a Group over at GGE, [gge_group=lowEndz], join in the lowEnd maddness!!
...Oh, and btw: I also embedded a new Tool Button in my Main Tool Menu. One nice animation Feature is called Onion Skin Preview. This is a Preference setting to show an editable number of Keyframes before & after the current Frame#. Rendering is variable from beginning to end frame, how cool; from a lowEnd modelling program! Really helps get feet and other limbs aligned from Keyframe to Keyframe. Now, I can toggle on/off in the main UI, instead of having to open the Preference dialog and paging around...;)! Thanks fragMO!!!
My last Posting on fragMOTION delt with the program's ability to mimic Torque's mounting scheme and the Customizable UI that the author has provided. Both of the features lead to an increased workflow for the lowEnd modelling enthusist/developer.
Today's Posting will concentrate on Merging and how it relates to Skeletal Rigging and Animation Sequences previously created and stored within another file. I believe Importing to replace the current Scene, while Merging will combine portions of another file with the current Scene. This became important as I found, thru protoTyping, that my skeleton needed a bit of extra freedom between the Clavicles and Head.
I had been working on my 'baseHuman' figure recently. This is my attempt to get a nice, generic-sized human figure with a fair number of mountNodes logically positioned and a high degree of hand articulation constructed for my long range workSim I'm constructing. Having a little familiarity with the Character Studio Biped, I based my initial construction on that hierarchy, which coincindently; is what the TGE 'Kork' is based upon, as well as any early SDK examples, if I'm not mistaken.
I gave the Biped a little more flexibility and localization by separating the upper and lower parts of the body, having them branch from the base Biped Node, that was not an issue as I'd not really animated anything yet. This, I'm thinking, will perhaps help later on with keeping my lowerBody actionThreads from conflicting with my upperbody armThreads; plus it gave the player a very flexible lower body in relation to it's upper, keeping any kicking sequence from throwing any IK into the upper body holding a steady weapon, ;). I had been building my DTS skeletons by keeping a gameSpace scene with IK Groupings and it was simple relinking inside the objectTree and off I went...I began to animate some poses and basic motions. This is where I began to encounter some issues that normally would prove fairly hairy to navigate, but as this series of articles is intended to show, fragMO has some features that make this type of 'quick thinking' manuever possible.
I animated some quick sequences to check articulation again and 'thought' everything was easily poseable from the current configuration; ha! I did a backFlip, walkForward, sitDown, fallDown, crouchDown and some typing poses...things looked grand. I quickly found my original placement of the baseThumb node wasn't going to accomodate the lovely NetGeos M16a offered as a Christmas gift, so I went back into gS and gave a wider grip to the hands and I began to pose away! Gee, this seems to be about gS and rigs...almost. This is where the features of fragMOTION begin to shine brightly.
So, I had lower body & some upper body animations stored inside a shape that had Thumbs positioned differently than the current Scene inhabitant, bummer. To further 'complicate' things; I also noticed that the original location of the Clavicles below the Neck and above the Head would not allow the Head enough flexibility to get a decent look to the rifle. Man, I was hosed, so I thought. I've lost my other sequences...
Resigning myself to redoing the earlier test, I decided to rebuild my rig inside fragMO this time. That took a little T & E to get things worked out, and shortly I had a new rig, still Bound to the Mesh btw, that had been relinked to have the Neck[& arms] and newly created "Biped01 Throat"[& head, etal] node branching from the Spine2 node. This was really going to screw up my earlier animations dealing with typing and griping the weapon; or so I thought.
I decided to attempt a full onslaught right away. With the newly restructured skeleton with mesh bound inside the fragMOTION scene, I decided to 'attempt' to bring my completed sequences into this entirely different file. File--Merge, and I was presented with a browse dialog. I selected my previously animated .ugh file, and was presented with another dialog. This dialog resembled the entire CharacterSchema of a fragMOTION Scene, I think. Listed in Tree form, with radioCheck boxes to include/exclude stored data, I began to exclude any mesh, material, and texture information. I then checked the sequence I wanted keyframe data for and then began to systematically exclude the Thumb nodes[and down] and the Head node[etal].
Well...it worked perfectly! I went back and brought every sequence I created with the earlier restructured rig into this current Scene with a new skeleton, and the existing Bones followed the keyframe data exactly, except for any Bone I didn't include with the Merge. So, I got no keyframes for my Head or my Thumbs...but I brought in all the other exisiting keyframes, and better yet; nothing seemed borked. All stored poses and motions played as before, while using a different skeleton! Whew! Saved a little work and learned some new stuf! Looks like even more is possible, in the lowEnd, ;)!
I've established a Group over at GGE, [gge_group=lowEndz], join in the lowEnd maddness!!
...Oh, and btw: I also embedded a new Tool Button in my Main Tool Menu. One nice animation Feature is called Onion Skin Preview. This is a Preference setting to show an editable number of Keyframes before & after the current Frame#. Rendering is variable from beginning to end frame, how cool; from a lowEnd modelling program! Really helps get feet and other limbs aligned from Keyframe to Keyframe. Now, I can toggle on/off in the main UI, instead of having to open the Preference dialog and paging around...;)! Thanks fragMO!!!
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
12/31/2006 (1:48 am)
I tried to use Fragmotion, but I just found the GUI confusing and cluttered. And I use Blender(well, not as much anymore)!
#3
12/31/2006 (5:18 am)
Good info Rex, So you made a new skeleton inside of Fragmo, but you use the same names for the bones. Like your old one. and using File merge. you just copied over the animations. The experiment I been wanting to try, is give kork some cubix animations-(swimming and punching). So let me see if I got it straight. I first would save my cubix skeleton along with its animations as a Ugh. file. Now I load up my skeleton-less Kork. and rebuild a new skeleton using the exact same name conventions as my cubix one. (Rigging as usual, manually) Now I do a file merge, but merge only my animations (keyframe seqs) and nothing else. If there is no collisions or problems it should animate fine. I need to check this out :))
#4
Also, too, if these two skeletons vary wildy from each other[probably in the Bone positions], you may need to delete the transform tracks/keyframes before merging....?? otherwise the new shape will assume the physique of the existing, along with rotations, I'd think. My two shapes were virtually the same rig, but restructured. Most lowEnd programs will 'usually' destroy any transforms existing when things are moved or added/deleted from a rig, such as I'd done. It appears as though, fragMOTION, stores the two indices separately??
I'm still fairly figuring out what is and isn't possible with fragMOTION. It really takes poking around with a program for a while before you really know how to work it effeciently, and leverage the most out of it...
Good luck!
Here's a snapshot of what a animation Merge would look like, I collapsed the Class subBranch[only had the doubleClick radioBox active]
[img=http://images3.pictiger.com/thumbs/1e/8042259d1431e4014fe294b402f0bb1e.th.p...
12/31/2006 (4:47 pm)
You'll also need to check/uncheck the actual Bones in the listing...I have tried just the sequence 'names', nothing arrives. I think the sequences are the keyfram data and the skeleton rig tree is their initial positon/rotations?? Don't know for certain.Also, too, if these two skeletons vary wildy from each other[probably in the Bone positions], you may need to delete the transform tracks/keyframes before merging....?? otherwise the new shape will assume the physique of the existing, along with rotations, I'd think. My two shapes were virtually the same rig, but restructured. Most lowEnd programs will 'usually' destroy any transforms existing when things are moved or added/deleted from a rig, such as I'd done. It appears as though, fragMOTION, stores the two indices separately??
I'm still fairly figuring out what is and isn't possible with fragMOTION. It really takes poking around with a program for a while before you really know how to work it effeciently, and leverage the most out of it...
Good luck!
Here's a snapshot of what a animation Merge would look like, I collapsed the Class subBranch[only had the doubleClick radioBox active]
[img=http://images3.pictiger.com/thumbs/1e/8042259d1431e4014fe294b402f0bb1e.th.p...
#5
12/31/2006 (8:09 pm)
Using what you mention, and playing with fragmo I found one component , that I found very,very useful. I can rearrange a skeleton just by moving the nodes using the key inputs. Lengthing and shortening the bones do not bork any of my animations in Fragmo-(so far) this was a source of endless frustration for me before. I leave the rotations completely alone. :) Plus I didnt know any of that extra stuff was in the dialogs boxes until your pics. k more to check out thanks again.
#6
Is anyone still using FragMotion to build/animate models for TGE? I really need a replacement for MilkShape and there is no way I can justify something like Max. I just spent two days cleaning and animating a model in Milkshape, 200 frames. I loaded it up in MilkShape this morning and all of my animations were gone. All 200 frames are still there but somehow the 10 frame root animation sequence is now 200 frames long and everything else is gone.
MilkShape is really easy to use but it has been one problem after another especially with animation.
Any input on FragMotion or any other low cost modeling tools would really be appreciated.
Thanks
Dale
03/06/2008 (9:32 pm)
I am thinking about registering FragMotion but since it has been so long since there was any mention of it in the Torque forums I thought it would be a good idea to check with current users.Is anyone still using FragMotion to build/animate models for TGE? I really need a replacement for MilkShape and there is no way I can justify something like Max. I just spent two days cleaning and animating a model in Milkshape, 200 frames. I loaded it up in MilkShape this morning and all of my animations were gone. All 200 frames are still there but somehow the 10 frame root animation sequence is now 200 frames long and everything else is gone.
MilkShape is really easy to use but it has been one problem after another especially with animation.
Any input on FragMotion or any other low cost modeling tools would really be appreciated.
Thanks
Dale
Torque 3D Owner Aaron E
Thanks.