5/11/2023 0 Comments Actions for actors(For example, double-clicking the wrist joint selects the item and all its children.) You can then apply these poses to the actor at any place in the Timeline.įirst position the target elements as desired.ĭefine keyframes for the target elements.įor example, with a hand, this could be making a fist by bending the fingers appropriately. For example, you may want to create poses for a character's hand positions (such as a fist or a pointing finger). They can be limited to just part of an actor or even a single joint. Poses don't need to be for the full character. You can then re-apply these values to the actor at another point in time. Creating PosesĪ pose stores a static snapshot of the values for the current keyframe of the active actor. That actor's last active action becomes the current action. WARNING:When animating a scene with multiple actors, the current actor switches automatically when you select any item belonging to another actor. You can edit actions with the functions in the menu by specifying the action and clicking the appropriate command. You can choose which action to view or edit by clicking it in the Actions menu. If you select Transfer in the New Action dialog, Modo copies any keyframes assigned to the item at the scene level into the new action. You can create any number of alternate animations for an actor by repeating the above steps. Now, when animating items belonging to the current actor, Modo stores the current action in defined keyframes. In the New Action dialog, type a name for the new action and click OK. Now, click the Create a New Action for the Actor button. ![]() To open the Create a New Action pop-up, click the Actions menu. Make sure the Actors menu shows the name of the actor for the new animation. In movie terms, each action is its own take of the scene. ![]() You can create each action either as a completely separate animation (such as a run cycle in one and a crouch action in another) or a subtle reworking of an existing animation (such as non-destructively modifying a character's motions). Each separate action can be complete set of keyframes for the entire length of a given scene within a particular actor group. Creating ActionsĪctions store keyframes of the entire Timeline for each actor. (For characters, this would typically be a position or rotation channel.) For information on creating keyframes, see the Working with the Timeline topic. Define at least one keyframe for each channel. With an actor defined, you can click the Key button to define keyframes for every animated channel belonging to each item in the actor. If you need to add more items or channels to an actor or remove items or channels from an actor, use the Add and Remove commands in the Actors menu after selecting the target element. In most cases, use From Selected Items so that Modo adds all selected items automatically to the actor (group). From Item/Channel Edits adds any items or channels from the current selection that have been changed from their rest state (modified from the Setup action state). From Selected Items/Channels automatically adds all the selected elements in the scene. Empty creates an actor group with no automatically assigned items. There are several options, which are dependent on the selection made before invoking the command. In the Mode list, select which items or channels should be added automatically to the new actor when Modo creates the actor. ![]() By default, Type is set to Actor (and should remain that way). Name specifies the name of the resulting group that Modo creates. This is where you create the actual actor group. When you click Create a New Actor in the Actors menu, the New Actor dialog opens. Before you create an actor, make sure to select all the target items to include, then click the Actors menu. By creating an actor you can apply keyframes to all associated items easily. This could be an entire hierarchy of joints for a character, or it could be all the parts to a dump truck (an actor doesn't need to be a character). Creating an ActorĪn actor is a container that groups related items together. Additionally, the Poses menu stores specific keyframe values that you can then easily apply at any point along the Timeline. Each action is an alternate of the entire Timeline. You can quickly assign keyframes for all associated channels, and then save the values as alternate layers with the Actions menu. An actor is a special type of Groups Viewport that acts as a container for storing items or channels. This bar is under the keyframing and Timeline transport controls. The Actors, Actions, and Poses menus appear in a bar at the bottom of the Animation interface. You are here: Rigging and Animation > Actors, Actions, & Poses Actors, Actions, & Poses
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