vehicle animation system
It consists of 2 parts:
- vehicle control rig with built-in wheels-ground detection mechanism, chassi auto-orientation based
on the wheels elevation and "steering wheel";
- automatic calculation of wheels rotation as a post-animation step;
There are 8 prebuilt vehicle types available in the GUI and API, but any kind of vehicles can be built using the API classes.
Simple GUI is located under the "wrench" shelf button menu. Look for the "vehicle" item.
- per-target weight maps
- upgraded GUI
-- new look
-- new streamlined workflow that removes the necessity to work with the channelBox when managing the targets
-- support for inbetween targets
- help tab in the GUI updated accordingly
Quotation from the Morph help, please read carefully if not familiar with explicit inbetween targets workflow:
PRIMARY AND INBETWEEN TARGETS:
There are 2 types of targets supported in the GUI - primaries and inbetweens (the deformer itself supports and third type of targets called combinations, or correctives).
Example of primary target names: jawOpen, funneler, pucker.
Example of inbetween targets for primary target jawOpen: jawOpen25, jawOpen50, jawOpen75.
Inbetween target weights are computed internally based on the wheight of their primary one. For example - when gradually dialing the weight of jawOpen from 0 to 1 the next thing will happen:
- when between 0 and 0.25 the jawOpen25 inbetween target will be activated starting from 0% all the way up to 100% of its weight.
- when between 0.25 to 0.5 jawOpen25 will be deactivated from 100% to 0% and jawOpen50 will be activated from 0% to 100%.
- when between 0.5 and 0.75 - jawOpen50 will go from 100% to 0% and jawOpen75 will be go from 0% to 100%.
- finally when between 0.75 and 1.0 jawOpen75 will go from 100% to 0% and jawOpen (the original primary target) will go from 0% to 100%.
Inbetween targets can be added only for existing primary ones.
Primaries and inbetweens can be added in one step regardless of the order they are selected in the scene.
If primary target is removed/renamed all of its inbetweens will be removed/renamed as well. Inbetween targets for existing primary one can be added, removed, renamed at any time. This explicit control combined with the ability to specify the "position" of every inbetween target (based on the number at the end of its name) is a great advantage over the standard blendShape deformer in Maya.
all *attribute tools under the "wrench" shelf button now support blendShape base weights.
pointsOnMeshInfo - small UV data related bug fixed
copier - small bug fixed that prevented UVs to get propagated to the output geometry