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 changeAnimationcombo box: the current animation or binding poseBonecombo 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 theImportbutton to load all bones by name from the.voxfile. It will attempt to match the bone name to a submodel name in the.voxfile
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.voxfile if you use theImportbutton, so you typically don't need to change this
Manage Animation:

Name: The name to use for theRename,Duplicate,Addbuttons 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 theRenameandAddbuttonsRename: 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. OftenLinearis 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 thedeletekey-P: Remove a position keyframe at this time. You can also use thedeletekey