Since | 15.5 |
This asset is a male character with various animation mocap cycles and 10 different textures.
The Mocap cycles come in 8 different categories: Poses, Walks and Turns, Runs, Steps, Stadium, Inclines, Injured, and Zombie. All of these categories have the same naming convention:
Source of clip > Type of Source (Male, Female, Dragon) > Motion Type > Variation > Direction, Start Foot, Version
For example, the following clip comes from SideFx and is from a male who walks, turns right to 90 degrees, and starts with his left foot crossing his right ankle: SideFX_Male_walk_turn_90R_L_001
.
There are also two proxy geometries that represent the basic dimensions of the objects used during the capture of the Inclines and Steps motions.
Parameters ¶
Controls ¶
Controls for translating, rotating, and scaling the character.
Animation ¶
Animation Type
Different motion capture animation cycles. Choose between Poses, Walks and Turns, Runs, Steps, Stadium, Inclines, Injured, and Zombie.
Poses
SideFX_Male_neutral_001 SideFX_Male_t_pose_001
Walks and Turns
SideFX_Male_walk_L_001 SideFX_Male_walk_L_002 SideFX_Male_walk_R_001 SideFX_Male_walk_R_002 SideFX_Male_walk_startle_L_L_001 SideFX_Male_walk_startle_L_R_001 SideFX_Male_walk_startle_R_L_001 SideFX_Male_walk_startle_R_R_001 SideFX_Male_walk_stepOver_L_L_001 SideFX_Male_walk_stepOver_L_R_001 SideFX_Male_walk_stepOver_R_L_001 SideFX_Male_walk_stepOver_R_R_001 SideFX_Male_walk_turn_45L_L_001 SideFX_Male_walk_turn_45L_R_001 SideFX_Male_walk_turn_45L_R_v002 SideFX_Male_walk_turn_45R_L_001 SideFX_Male_walk_turn_45R_L_v002 SideFX_Male_walk_turn_45R_R_001 SideFX_Male_walk_turn_90L_L_001 SideFX_Male_walk_turn_90L_R_001 SideFX_Male_walk_turn_90R_L_001 SideFX_Male_walk_turn_90R_R_001 SideFX_Male_walk_under_L_001 SideFX_Male_walk_under_R_001
Runs
SideFX_Male_jog_hopOver_L_L_001 SideFX_Male_jog_hopOver_L_R_001 SideFX_Male_jog_hopOver_R_L_001 SideFX_Male_jog_hopOver_R_R_001 SideFX_Male_jog_turn_90L_L_001 SideFX_Male_jog_turn_90L_R_001 SideFX_Male_jog_turn_90R_L_001 SideFX_Male_jog_turn_90R_R_001 SideFX_Male_run_push_L_L_001 SideFX_Male_run_push_L_R_001 SideFX_Male_run_push_R_L_001 SideFX_Male_run_push_R_R_001 SideFX_Male_run_pushed_L_L_001 SideFX_Male_run_pushed_L_R_001 SideFX_Male_run_pushed_R_L_001 SideFX_Male_run_pushed_R_R_001 SideFX_Male_run_startle_L_L_001 SideFX_Male_run_startle_L_R_001 SideFX_Male_run_startle_R_L_001 SideFX_Male_run_startle_R_R_001 SideFX_Male_run_to_stop_L_001 SideFX_Male_run_to_stop_R_001 SideFX_Male_run_turn_180L_L_001 SideFX_Male_run_turn_180L_R_001 SideFX_Male_run_turn_180R_L_001 SideFX_Male_run_turn_180R_R_001 SideFX_Male_run_turn_90L_L_001 SideFX_Male_run_turn_90L_R_001 SideFX_Male_run_turn_90R_L_001 SideFX_Male_run_turn_90R_R_001
Stadium
SideFX_Male_Stadium_ah_forget_it_001 SideFX_Male_Stadium_anticipate_nope_kick_001 SideFX_Male_Stadium_big_disappointment_001 SideFX_Male_Stadium_big_wave_001 SideFX_Male_Stadium_boo_001 SideFX_Male_Stadium_boo_boo_slap_001 SideFX_Male_Stadium_boo_slap_001 SideFX_Male_Stadium_boo_slap_002 SideFX_Male_Stadium_cheer_clap_001 SideFX_Male_Stadium_clap_001 SideFX_Male_Stadium_multi_punch_001 SideFX_Male_Stadium_oh_no_001 SideFX_Male_Stadium_single_punch_001 SideFX_Male_Stadium_sit_cheer_001 SideFX_Male_Stadium_sit_cheer_002 SideFX_Male_Stadium_sit_cheer_003 SideFX_Male_Stadium_sit_cheer_004 SideFX_Male_Stadium_sit_idle_001 SideFX_Male_Stadium_sit_idle_002 SideFX_Male_Stadium_sit_stand_001 SideFX_Male_Stadium_sit_stand_002 SideFX_Male_Stadium_sit_stand_003 SideFX_Male_Stadium_sit_stand_cheer_001 SideFX_Male_Stadium_sit_stand_slap_001 SideFX_Male_Stadium_stand_cheer_001 SideFX_Male_Stadium_stand_cheer_002 SideFX_Male_Stadium_stand_cheer_jump_001 SideFX_Male_Stadium_stand_idle_001 SideFX_Male_Stadium_stand_idle_002 SideFX_Male_Stadium_stand_idle_003 SideFX_Male_Stadium_stand_idle_004 SideFX_Male_Stadium_stand_sit_idle_001 SideFX_Male_Stadium_stand_sit_idle_002 SideFX_Male_Stadium_watch_hell_nah_001 SideFX_Male_Stadium_wave_L_to_R_001 SideFX_Male_Stadium_wave_R_to_L_001 SideFX_Male_Stadium_wave_straight_001
Zombie
SideFX_Male_damaged_leg_idle_001 SideFX_Male_damaged_leg_walk_001 SideFX_Male_zombie_idle_001 SideFX_Male_zombie_idle_002 SideFX_Male_zombie_idle_003 SideFX_Male_zombie_idle_004 SideFX_Male_zombie_idle_005 SideFX_Male_zombie_idle_006 SideFX_Male_zombie_idle_007 SideFX_Male_zombie_idle_to_walk_001 SideFX_Male_zombie_idle_to_walk_L_002 SideFX_Male_zombie_idle_to_walk_L_003 SideFX_Male_zombie_idle_to_walk_L_004 SideFX_Male_zombie_idle_to_walk_R_002 SideFX_Male_zombie_idle_to_walk_R_003 SideFX_Male_zombie_idle_to_walk_R_004 SideFX_Male_zombie_walk_001 SideFX_Male_zombie_walk_002 SideFX_Male_zombie_walk_L_003 SideFX_Male_zombie_walk_L_004 SideFX_Male_zombie_walk_R_003 SideFX_Male_zombie_walk_R_004 SideFX_Male_zombie_walk_to_idle_L_001 SideFX_Male_zombie_walk_to_idle_L_002 SideFX_Male_zombie_walk_to_idle_L_003 SideFX_Male_zombie_walk_to_idle_R_001 SideFX_Male_zombie_walk_to_idle_R_002 SideFX_Male_zombie_walk_to_idle_R_003 SideFX_Male_zombie_walk_turn_90L_L_001 SideFX_Male_zombie_walk_turn_90L_L_002 SideFX_Male_zombie_walk_turn_90L_R_001 SideFX_Male_zombie_walk_turn_90L_R_002 SideFX_Male_zombie_walk_turn_90R_L_003 SideFX_Male_zombie_walk_turn_90R_L_004 SideFX_Male_zombie_walk_turn_90R_R_003 SideFX_Male_zombie_walk_turn_90R_R_004
Inclines
SideFX_Male_incline_DOWN_to_walk_L_001 SideFX_Male_incline_DOWN_to_walk_L_002 SideFX_Male_incline_DOWN_to_walk_R_001 SideFX_Male_incline_DOWN_to_walk_R_002 SideFX_Male_incline_UP_to_walk_L_001 SideFX_Male_incline_UP_to_walk_L_002 SideFX_Male_incline_UP_to_walk_R_001 SideFX_Male_walk_incline_DOWN_L_001 SideFX_Male_walk_incline_DOWN_L_002 SideFX_Male_walk_incline_UP_L_001 SideFX_Male_walk_incline_UP_L_002 SideFX_Male_walk_incline_UP_R_001 SideFX_Male_walk_incline_UP_R_002 SideFX_Male_walk_to_incline_DOWN_L_001 SideFX_Male_walk_to_incline_DOWN_L_002 SideFX_Male_walk_to_incline_UP_L_001 SideFX_Male_walk_to_incline_UP_L_002 SideFX_Male_walk_to_incline_UP_R_001 SideFX_Male_walk_to_incline_UP_R_002
Injured
SideFX_Male_crawl_v001 SideFX_Male_crawl_walk_v001 SideFX_Male_injured_walk_L_001 SideFX_Male_injured_walk_L_002 SideFX_Male_injured_walk_R_001 SideFX_Male_injured_walk_R_002 SideFX_Male_prone_back_recover_idle_v001 SideFX_Male_prone_recover_idle_001 SideFX_Male_prone_recover_walk_L_001 SideFX_Male_prone_recover_walk_L_002 SideFX_Male_prone_recover_walk_R_001 SideFX_Male_prone_recover_walk_R_002 SideFX_Male_walk_crawl_v001 SideFX_Male_walk_fall_prone_v001 SideFX_Male_walk_fall_recover_v001
Steps
SideFX_Male_step_DOWN_to_walk_L_L_001 SideFX_Male_step_DOWN_to_walk_R_R_001 SideFX_Male_walk_to_step_UP_L_L_001 SideFX_Male_walk_to_step_UP_L_R_001 SideFX_Male_walk_to_step_UP_R_L_001 SideFX_Male_walk_to_step_UP_R_R_001
Number of Frames
The frame count of the selected clip.
Inplace Animation
Play animations with the character standing in the same location.
Speed
Speeds up or slows down the animation cycle.
Cycle Frame Offset
Offset the animation cycle by this number of frames.
Deform Method
Choose the bone deform method.
Linear Skinning
The standard, fastest method. However, artifacts can occur for twisting geometry between two bones, producing volume loss. To fix these artifacts, introduce additional bones to even out the deformation.
Dual Quaternion Skinning
Dual quaternion skinning is an alternate way of computing the deformation from bones. This method is better for deforming twisting geometry and preventing volume loss than the traditional Linear Skinning method. This is often used for body parts, such as the shoulders of characters.
Blend Dual Quaternion and Linear Skinning
Blends the deformation computed using both methods together based on a point attribute. For this method, a float point attribute must be supplied in the Blend Attribute
parameter. A blend attribute value of 0.0, will use the Linear Skinning solution. A blend attribute value of 1.0 will use the Dual Quaternion solution. A blend value of 0.5 will mix both solutions together evenly.
From Input Geometry
When selected the deformSkinMethod
global attribute gives the method where the string value linear
specifies Linear Skinning skinning, dualquat
specifies Dual Quaternion Skinning skinning, and blenddualquat
specifies Blend Dual Quaternion and Linear Skinning skinning. The deformDualQuaternionBlendAttrib
global attribute also gives the Blend Attribute name.
Onion Skinning
Turn on Onion Skinning. See Onion Skinning for more information.
Material ¶
Choose from the different character textures.