[Studio Beta] Adaptive Animation: Seamlessly Play Animations Across Various Rigs

We’re working on solutions to this in parallel, we’ll have more information in a few weeks.

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Hello,

Gloves with cloth cages are an interesting use case. Will have to take that back to the team and see what is possible.

We are working on some things that we can’t talk about just yet, but with the addition of hand support through the DRD, we are setting a good, solid foundation for the Avatar platform.

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Also can the clothing cage meshes not be dependent on a model with humanoid? Will it be possible to add wrap layers cage meshes on parts that dont have humanoids?

who wanted this, bro??!?!?!?!

I see you are adding fingers but like who is going to use these RTHRO avatars? Unless you force us of course with your excuse being, “IT’S FOR SAFETY :nerd_face: :backhand_index_pointing_up:

Attempting to play an animation that was authored on a non-standard humanoid rig with an HRD set up, on a standard R15 model, does not appear to be functional.

Additionally, I’ve attempted to setup HDDs for the fingers on my custom character rig but those don’t appear functional either.

Hi Rocky, we’ve actually identified cases like this already and will be distributing a fix next week.

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We dont have access to preview the swim animation in the plugin

Hi, kinda huge issue with this update, which has caused a bunch of Motor6D issues. In Doors, and many other games, the game adjusts the Left & Right Shoulder Motor6Ds to rotate the arm so the tool held stays in the view of the camera.

This update breaks that, the arms rotate really weirdly, and kinda like snap in random rotations? Also, when I equip a tool looking down, the arms rotate as if I’m looking straight with retargeting enabled, but when I have it disabled, it works fine. You can see this in the videos below.

(First video shows what happens when you equip while looking down, second shows the weird teleporting/snappy rotation of the joint)

Retargeting Disabled

External Media External Media

Retargeting Enabled

External Media External Media

Code is really simple and literally just sets the C0 accordingly to the camera’s rotation and moves the position a bit to make it show more on-screen.

Hi @Rixxles, a fix for this issue will land in the next build (tomorrow).

However, as I mentioned in another thread. Writing to C0 / C1 properties is not a good pattern to rely on, especially if you rely on retargeting, because it prevents us from doing significant optimization in the backend. Motor6D.transform is the property that you want to write to every frame. Writing to C0 or C1 invalidates internal caches for things like IK computation, which real-time retargeting relies on.

Thank you, but an issue is a lot of games already do that and us developers are used to writing to the C0/C1 properties of the player.

Also, I thought animations used Motor6D.Transform? Wouldn’t any changes made get overwritten? I’m not too sure though since I have avoided using it so I haven’t had the time to test.

Suggestion: Could retargeting maybe disable itself if the same rig the animation is made on is used so it doesn’t affect existing games? Unless it doesn’t work like that then it’s all good.