I discovered the little running man FBX sample and am trying to make him run a longer path by linking multiple Geo’s and switching between them. Sample file attached in Alpha POPS4 2023.31701 but I am sure some of you advanced gurus can run it or swop my POPS with SOPS…with earlier versions.
I have read some of the similar FBX animation topics but they sound very complicated… Sorry this is my first time working with FBX animation…
Right now I love the slow mo effect by using Sequential play mode and reducing Speed parameter in FBX components.
Eventually I would like to switch between ten or more geo’s with each FBX offset along the path as I switch between runner1, runner2 animation. So syncing start and end are the hard part for me…
I have it kinda working using an LFO to switch between 2 runners but is there an easy way to string together animations to make him run further?
Ideally you would look at the animation and see if you can adjust that for your uses. For example the running man example, go inside the FBX component and multiply the channel called Humanoid_MaxToFilmbox_Root/Humanoid_Hips:ty by 0 - the result will be the humanoid running static in the same spot.
Unfortunately the animation is not looping but you can get close by trimming frames of the end.
Making use of the Import Select OPs, you can retrieve geometry, deform it, and also move it to the origin and unit scale to deal with it more easily. This comes at a cost and is not 100% precise but can make this animation somewhat usable.
So in general, you’d want to work with the animations and blend those. You have access to the animations with a Import Select CHOP and can also display the full range and with that join and control playback speed with a Lookup CHOP.