Skeletal Animations - voxraygames/worldbuilding GitHub Wiki
Tutorial from 2024 April:
Here's a video tutorial demonstrating how to use the animation editor: Animation Editor Tutorial
Overview
- The list of animation files is at the top. There is one animation file for each monster.
Save
: saves the fileRevert
: reverts back to the last file. This can be undone.Undo
: undoes the last changeAnimation
combo box: the current animation or binding poseBone
combo box: the bone that you are currently modifyingCopy Pose
: copy the current positions and rotations of all bonesPaste Pose
: paste the current positions and rotations that were last copied. This will add keyframes to each bone, if necessaryPaste Pose Mirrored
: paste the current positions and rotations, but mirror them across the X-axisLook At Y-
: Adjust the current keyframe rotation so it points toward the -Y-axis. This is useful e.g. for counter-acting torso rotation on the head
Manage Model Mapping
Mapping Pose
: Which binding pose to use. There should only be one per fileImport Model
: Type the name of the model and click theImport
button to load all bones by name from the.vox
file. It will attempt to match the bone name to a submodel name in the.vox
file
Bone Mapping
:
Variant
: Choose a variant for this bone mapping (e.g. a different face, etc.) These can be chosen by index when picking this monster in the level editorAsset
: The path to the model for this bone. It can be empty, but in that case it's better to remove the bone entirelyAsset-Skeleton
: The path to the skeleton model for this bone. It can be empty if there is no skeletonQX
,QY
,QZ
,QW
: The rotation for this model. This is currently never usedX
,Y
,Z
: The position of this model. This will automatically be set to match the.vox
file if you use theImport
button, so you typically don't need to change this
Manage Animation
:
Name
: The name to use for theRename
,Duplicate
,Add
buttons belowBinding Pose
: Whether this animation is a binding poseDuration
: The length of this animation in seconds. It may be played faster by the game in some situationsRename
: Rename this animationDuplicate
: Create a copy of this animation, with the new nameAdd
: Create a new empty animation with the new nameDelete
: Delete this animationCopy
: Copy this animation. This can be used to copy/paste an animation between files. It only works properly if the animations have the same bonesPaste
: Paste the copied animation. This can be used to copy/paste an animation between files
Manage Bone
:
Parent
: The parent bone of the currently selected boneName
: The name to use for theRename
andAdd
buttonsRename
: Rename this boneAdd
: Add a new bone with this nameDelete
: Delete this bone
Bone Data
(for a regular Animation):
RotMode
,PosMode
: What kind of lerping to do for this bone, at this keyframe. OftenLinear
is fineCopy Rot
,Copy Offset
: Copy the rotation or position of this bone, at this keyframePaste Rot
,Paste Offset
: Paste the last copied rotation or position. It only pastes for the selected bone, for just this keyframe
Bone Data
(for Binding Pose):
X
,Y
,Z
: The relative offsets from the parent bone for the currently selected bone. You can also use the translate tool to move these
Timeline
rot kf time
,pos kf time
: The time of the current keyframe. You can change this to move the keyframe, or drag and drop on the timeline viewcurtime
: The current animation time. You can drag this slider, or drag on the timeline view+R
: Add a rotation keyframe at this time+P
: Add a position keyframe at this time-R
: Remove a rotation keyframe at this time. You can also use thedelete
key-P
: Remove a position keyframe at this time. You can also use thedelete
key