v1.0
animmixer
Traverses two hierarchies, computes the differences in their
transformations, and outputs the differences to global value
mapping template of the first hierarchy. Value-mapping templates
provide a way for you to automatically modify the animation values
in an action when you create clips. For example, you can add an
offset so that two characters don't try to walk in the same place
at the same time. Similar to connection-mapping templates,
value-mapping templates let you map out information before you
perform an action.
Each model can have multiple value-mapping templates and each of
these templates can be active or not. The order of templates is the
order of their creation, as listed in the explorer. You can
automatically create a template that contains the offsets of the
current transformation values between two objects or you can create
an empty value-mapping template and then add rules manually.
Important: The two hierarchies must have the exact same topology,
that is, the same number of children and the same subtree
structure.
Note: This command uses output
arguments. C# and some scripting languages (such as JScript,
PerlScript and Python) don't support arguments passed by reference
so you need to use the best workaround for your situation:
For scripting languages this command returns an ISIVTCollection which you can
use to get the output arguments.
For C# you can use the XSIApplication.ExecuteCommand
method to call this command. ExecuteCommand packs the output
arguments into a C# System.Object containing an Array of the output arguments (see
Calling
Commands from C#).
CreateValueMap( [Obj1], [Obj2], [Mode], [Scope], [UseNames], [MappingTemplate] ); |
Parameter | Type | Description | ||||||||||||
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Obj1 | String | Root of the target
hierarchy on which to create the value map. Note: The mixer under this object's model will be the owner of the newly created value map. Default Value: User is prompted to pick |
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Obj2 | String | Root of the hierarchy
used as the reference pose
Default Value: User is prompted to pick |
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Mode | Integer | Specifies the portions of the pose that will be considered when
evaluating the differences for the value map.
Default Value: 4 (all differences)
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Scope | Integer | Specifies whether to compute differences for local or global
transformations
Default Value: 1 (local)
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UseNames | Boolean | Specifies how to compare the hierarchies.
Default Value: False
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MappingTemplate | Property | Returns the new mapping template. |
' This example illustrates various mapping template commands, ' for both connection and value mapping templates -- in particular ' how to create them and look at the data contained in them. NewScene , False ' Create some objects for our example. set oParent = CreatePrim( "Sphere", "MeshSurface", "Parent" ) set oChild = CreatePrim( "Cone", "MeshSurface", "Child", oParent ) posParams = "/kine.local.posx,kine.local.posy,kine.local.posz" ' Animate the sphere moving horizontally and the ' cone (child) moving down. SetPositionKey oParent, 1, -5, 0, 0 SetPositionKey oParent, 50, 5, 0, 0 SetPositionKey oChild, 1, 0, 0, 0 SetPositionKey oChild, 50, 0, -2, 0 ' Store an Action of this animation (on both objects). set oSource = StoreAction( , oParent & "," & oChild & posParams, 2, _ "Fun", True, 1, 50 ) ' We want to map the animation to another "character", so we will ' use a connection mapping template. CreateConnectionMap can look ' at identical hierarchies and automatically build an appropriate ' map. (or you could build it yourself manually or using scripting) ' Here we'll build a hierarchy and use the auto-matching capability... set oParent2 = CreatePrim( "Cube", "MeshSurface", "Top" ) set oChild2 = CreatePrim( "Cylinder", "MeshSurface", "Bottom", oParent2 ) ' Translate it so we can demonstrate value mapping templates. Translate oParent2, 2, 5, 0, siAbsolute, siView, siObj, siXYZ Translate oChild2, 2, -5, 0, siAbsolute, siView, siObj, siXYZ ' Instantiate a clip driving the objects on which the animation was ' originally authored, for comparison. set oClip = AddClip( "Scene_Root", oSource, , , 1, "Original" ) ' Now create the connection map so we can apply the original animation ' on the other hierarchy. Also, create a value map which will build ' offset expressions using the pose differences between the objects. CreateConnectionMap oParent2, oParent, oCnxMap CreateValueMap oParent2, oParent, 3, 1, False, oValMap ' Instantiate a clip which uses the connection map to remap to the ' second set of objects. Also use the value map to create a clip ' effect with the appropriate offset for the second hierarchy. set oClip = AddClip( "Scene_Root", oSource, , , 1, "Remapped", oCnxMap, oValMap ) ' Let's take a look at the connection and value mapping templates ' that were created and used. DumpTemplateInfo oCnxMap DumpTemplateInfo oValMap ' Finally, a clip itself can be treated as a (value) mapping template. ' Let's look at one... DumpTemplateInfo oClip & ".actionclip" '================================================== ' Helper method to key an object somewhere at a given frame. '================================================== sub SetPositionKey( in_oObj, in_frame, in_posX, in_posY, in_posZ ) Translate in_oObj, in_posX, in_posY, in_posZ, siAbsolute, siParent, siObj, siXYZ SaveKey in_oObj & posParams, in_frame end sub '================================================== ' Helper method to dump some mapping template info. '================================================== sub DumpTemplateInfo( in_Templ ) ' Get the actual object referenced by name in the argument. set oTempl = GetValue( in_Templ ) msg = "Template: " & oTempl.fullname & Chr(10) numRules = GetNumMappingRules( in_Templ ) if oTempl.type = "actionclip" then msg = msg & "(Clip acting as value map)" & Chr(10) bSupportsActive = true else bSupportsActive = false end if for i = 1 to numRules GetMappingRule in_Templ, i, param, expr, active msg = msg & Chr(9) & "Rule " & i & ": " if bSupportsActive then if active then msg = msg & "( active ) " else msg = msg & "(inactive) " end if end if msg = msg & param & " -> " & expr & Chr(10) next LogMessage msg end sub ' Running this script should log the following: ' --------------------------------------------- 'INFO : "Template: Mixer.MappingTemplate ' Rule 1: Parent -> Top ' Rule 2: Child -> Bottom '" 'INFO : "Template: Mixer.ValueMappingTemplate ' Rule 1: Top.kine.local.posx -> this + -3.000000 ' Rule 2: Top.kine.local.posy -> this + 5.000000 ' Rule 3: Top.kine.local.posz -> ' Rule 4: Bottom.kine.local.posx -> ' Rule 5: Bottom.kine.local.posy -> this + -8.000000 ' Rule 6: Bottom.kine.local.posz -> '" 'INFO : "Template: Mixer.Mixer_Anim_Track1.Remapped.actionclip '(Clip acting as value map) ' Rule 1: ( active ) Top.kine.local.posx -> this+-3.000000 ' Rule 2: ( active ) Top.kine.local.posy -> this+5.000000 ' Rule 3: ( active ) Top.kine.local.posz -> ' Rule 4: ( active ) Bottom.kine.local.posx -> ' Rule 5: ( active ) Bottom.kine.local.posy -> this+-8.000000 ' Rule 6: ( active ) Bottom.kine.local.posz -> '" |
' Create first hierarchy CreatePrim "Cone", "NurbsSurface", "MyCone" CreatePrim "Cylinder", "NurbsSurface", "MyCylinder", "MyCone" SetValue "MyCylinder.cylinder.height", 2 ' Create second hierarchy translated from the first one CreatePrim "Cone", "NurbsSurface", "MyCone1" Translate , 5, 0, 0, siAbsolute, siParent, SiObj, siX CreatePrim "Cylinder", "NurbsSurface", "MyCylinder1", "MyCone1" Translate , , , , siAbsolute, siParent ' Create a value map. ' Put local translation differences into the template, ' and use topology based hierarchy matching, starting ' with MyCone1 as the reference. CreateValueMap "MyCone", "MyCone1", 3, 1, False ' Although it appears that nothing has happened, ' a value-mapping template was indeed created for MyCone. ' You can check for it in the ' Mixer > Templates > Value Mapping folder in the explorer. ' If you open the Value Mapping Template, you will see a translation ' of -5 along the X axis for MyCone relative to MyCone1 |