To open the , select Character > Character Mapper (from the Animation menu set).
The window lets you map animation from one character (source) to another (target) character. Use the to establish a relationship between a source and target character’s nodes or attributes so that you can import and export
or copy and paste animation clips between the mapped characters in the .
There are four different ways you can view a character’s mapped and unmapped nodes or attributes in the : , , , and views. See Show menu. These views can help you better navigate long node or attribute lists (hierarchical or alphabetical) and isolate specific
nodes ( view) or animation channels ( view).
The is most useful when you want to map animation from one similar character to another. For example, mapping the animation from
the translateX channel of one biped character to the translateZ channel of another biped character.
menu
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Lists the nodes or attributes in the and columns alphabetically, starting with A.
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Lists the nodes or attributes in the and columns by their hierarchical relationships. This means that the nodes or attributes are displayed in parent-child order
starting from the root. This option is on by default.
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Displays all the character set’s nodes in the and columns. This option lets you map animation from source to target character nodes. The node view format is as follows:
SourceJoint -----> TargetJoint
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Displays all the character set’s keyable channels in the and columns. Use this option if you need to map animation from certain source character channels to specific target character
channels. For example, use this option if you want to map the animation on the X rotation channel for the source character’s
left shoulder to the Z rotation channel of the target character’s left shoulder. The channel view format is as follows:
SourceNode.SourceChannel -----> TargetNode.TargetChannel
Menu
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Breaks the link between the node or attribute pair selected in the column.
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Breaks all the links between the nodes or attributes of the source and target characters that are currently loaded in the
. These links or relationships between the nodes or attributes of the source and target characters are displayed in the column.
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Clears the current contents of the and columns.
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the and columns to display the most recent (current) version of their contents.
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Maps the source and target characters by their node or attribute names. Select this menu item when both your source and target
character’s node or attribute names are the same. For example:
lshoulder -----> lshoulder
lelbow -----> lelbow
lhand -----> lhand
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Maps the source and target characters by their hierarchical structures. Select this menu item when you want to automatically
map the various node hierarchies in your character.
There are two ways you can map your animation based on the hierarchies of the Source and Target characters:
- You can automatically map all the nodes and attributes of the source and target characters. If no nodes or attributes are
selected in the columns, the will search for the root of the Source and Target characters and will then traverse and map their hierarchies accordingly.
- You can automatically map the nodes or attributes of a specified segment of the character’s hierarchy (for example, limb to
limb). You specify which segment you want to map by selecting a single Source and a single Target node or attribute at the
top of the segment’s hierarchy. The will then map down the segment of each character’s hierarchy based on the nodes or attributes you selected.
See Map one character to another.
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Maps the source and target characters by the hierarchical order (descending) of their nodes or attributes. Select this menu
item when both your source and target character’s nodes or attributes have the same basic hierarchy. For example:
joint3 -----> 3joint
joint2 -----> 2joint
joint1 -----> 1joint
Fields
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Displays the name of the source character. The source character set contains the animation data that is remapped to the target character set’s skeleton.
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Displays the name of the target character. The target character set’s skeleton receives the remapped animation data from the source character set.
Buttons
- button
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Loads all the node or attribute names from the selected character into the Left (source) column.
- button
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Loads all the node or attribute names from the selected character into the Right (target) column.
- button
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Creates a correspondence between the animation from the selected source node or attribute (left column) to the target node or attribute (right column). For example, if you want to map node1 from the source character to node2 of the target character, the node pair
or relationship would appear in the column as the following:
node1 -----> node2
- button
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Columns
- column
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Displays all the node or attribute relationships between the source and target character sets. Once you link nodes or attributes
by clicking on them in the source (left) and target (right) columns, the linked pairs appear in the column.
- columns
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The left column lists all the nodes or attributes from the source character set’s skeleton, and the right column lists all the nodes or attributes from the target character set’s skeleton. To link pairs of nodes or attributes, see Map one character to another.
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