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The Animation Layer pane is used when you already have animation, and want to make changes to it. You can create a base layer of the primary animation, and then create additional layers to make changes to the existing animation. The base layer is a layer of all of the scoped channels of the character. Each additional layer is a copy of the base layer animation, with zero values.
For example, say you want to animate a character running through the forest and ducking under a fallen log. You can have animation of the character running as the base layer, then create an additional layer animating the character bending over. Once you have these two layers, you can adjust the Weight of each layer during the animation to determine when the character should duck.
You can also use this tool as a way to fix animation. For example, if you have an animation of a character running on the ground, but at certain points his feet go through the ground geometry. You can create a layer to raise the feet up without having to redo all of the running animation.
How it works
When you create a base layer in the Animation Layer pane, a CHOP network with two CHOPS are also created. The first is the
layer_mixer_base (Channel CHOP) and the second is the
layer_mixer(Layer CHOP), which will compute the blending of the layers. The base layer will hold the default pose or default animation.
Creating additional layers will create copies of the base layer, with the same scoped parameters. Any changes you make are stored on the active layer, which is the highlighted layer in the Animation Layer pane.
You must use the Animation Layer pane to add new layers. Do not try to add new layers using CHOPs because it won’t be reflected properly in the layers.
The Export Flag will override what is on the object.
Animation Layer Buttons
Do not make changes to the hierarchy of the CHOP nodes.
You must use the Animation Layer pane to add and delete layers. Do not try to add or delete layers using CHOPs because it won’t be reflected properly in the layers.