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DI-Guy Motion Editor: Customize your DI-Guy Motions
The DI-Guy Motion Editor is a multi-use tool that lets you create new motions for your DI-Guy characters.
Import Motions from a Mocap Session or other motion tools like 3DStudioMax or Maya
You can import new motions into the DI-Guy Motion Editor via the BVH (Bio-Vision Hierarchical) file format. So whether you are doing motion capture or have existing animations from a third party animation application, all you need to do is convert your data into the BVH format, import, and soon you'll see your DI-Guys animating using your motions.
Customize Existing DI-Guy Motions
A very effective way to use DI-Guy Motion Editor is to simply load a motion from our huge database of existing DI-Guy motions (they are all available), tweak the motion to your own needs, and then output your new motion.
Animate new motions from scratch
The Motion Editor is a powerful tool complete with a number of smoothing and interpolation functions, forward and inverse kinematics, etc, that will help you to animate new motions from scratch.
Features of the Motion Editor
- Timeline-based interface for composing keyframes and motions.
- Multi-track design to allow independent control of limbs and body subsections.
- Variety of blending and interpolation functions for producing natural behavior.
- Forward and Inverse Kinematics assist with pose generation.
- 3D window allows immediate interactive viewing of results.
- Trim and stretch motions on the timeline.
- Import BVH (Bio-Vision Hierarchical) motions.
The Timeline Window
The Timeline Window, along with the 3D Display Window, is the central focus of the Motion Editor. It is designed similar to a modern non-linear video editing system. Use up to 99 tracks to organize your work, assigning groups of joints to tracks as you like.
In the example shown at right, Track
1 blends two motion clips together to control the lower body while
Track 2 creates a spline function from keyframe poses to control the arms.
Forward and Inverse Kinematic Control
You can directly manipulate the limbs of the character by mousing in
the 3D window. You can adjust individual joints using forward kinematics,
or entire limbs using inverse kinematics. Once you get the pose
you want, you can use it as a keyframe to create the motion you
need, and build up motions by connecting the keyframes with smoothing splines.
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