How are Motor6Ds "recognized" by the animation system?

Hi! I am wondering how Motor6Ds are recognized when animations play on a character. What “defines” or labels the specific joints / limbs so that the animation knows how to move these parts? I am attempting to make use of Motor6Ds parented to tools to weld them to the character, but I cannot seem to share animations between tools, as these Motor6Ds do not end up being animated whenever playback begins. Is it impossible to share animations between tools with my current system? Thanks!

I believe animations tracks find what parts to include in the animation via the names of the parts and not motors.

So to use the same animation on different rigs you would need the parts included in the animation to be named the same and connected the same with motors.

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That makes sense. Is there a way to convert the keyframes of an existing animation to work with another name, or do I need to reanimate everything?

In studio you should be able to edit the AnimSaves hierarchy created by the animation editor (it is parented to the model that you are animating) and clone it using different names then reupload it but I really don’t recommend doing this just because it’s painful and makes it difficult to update animations later.

I recommend renaming the parts in your other tools to be the same so that the one animation is compatible with all if possible.

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I plan to have a universal name for all weapon models / handles so that I will not need to make multiple copies of the animations, which would become annoying pretty quickly. Thanks for the help!

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