Blender animation
Then I got a job as a web developer and abandoned that project as I no longer had the time to work on it.
BLENDER ANIMATION DRIVERS
Important: After baking your animation, make sure to check 'Disable Drivers' to actually see the keyframes, otherwise the drivers will override any animation on the target. Back in 2015, I made over 40 character animations in Blender for a game I was developing. Make sure to check 'Visual Keying' if you do so. Since the target bones are driven by drivers, you can bake everything youself, if you want. The option "Linear Interpolation" causes the F-Curves between the keyframes to be linearized instead of the default Blender Bezier interpolation. This will prevent your character to wobble left/right when there's major hip movement.įor convenience you can bake the source's animation into an action for your target via the add-on. Incase the pivot point of your target and sources' root bone is not very much aligned (different height), you can try to enable 'Correct Root Pivot'. This will create and IK bone setup for the specified limbs whereas the target positions for the feet/hands are copied over from the source.Īdditionally it will spawn a control empty cube, that allows you to transform the target positions as shown in this gif: You will be asked to specify the leg/foot, arm/hand bones respectively. If there's significant 'foot-sliding' or odd arm movements, due to anatomical differences between your rigs, you can turn on: The add-on will then automatically create drivers for each bone, and you should be good to go.Ĭorrection Features Foot / Hand Positions Correction.Caveat: at least one bone needs to be transformed (rotated, scaled or moved) otherwise this step will not complete. Click on "Set up", then change the pose of your target armature in a way, that it optimally fits your source armatures rest pose. Next you have to set up the rest pose alignment.Make sure to not map any bone multiple times, otherwise you'll get undefined behaviour. Now map each relevant source bone to the corresponding target.It should say that there are no bone mappings, yet.Now choose the source armature as 'Source' on the panel.
Select your target armature and open the add-on panel on the right side of the 3D View (Retarget tab).You can quickly create, select and edit each layer without the need to go into NLA's tweak mode, and always seeing the end result while working on any layer. Note: The target's scale has to be (1, 1, 1), scale the source to fit the target Animation Layers is an addon that simplifies the work with the NLA Editor into a standard animation layers workflow. Enable the Add-on, which will appear in the listĪssuming you have both your target and source armature in the scene, and have them aligned and scaled to match each other.
In Blender go to Edit > Preferences > Add-ons > Install.This addon enables the transfer of animations and poses from one rig to another.