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How does "additive" work?
June 25, 2016
10:11 pm
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Hello

My char becomes self-overlapped when I run BML animation or gesture with additive=true. Same in sbgui. What am I doing wrong?

Also an important Q: can I make a selective additive? For example a char is walking but a some gesture still work for arms/head, but not for legs

Thx

June 28, 2016
1:25 am
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Additive means that the animation will be added to the existing motion (rather than replacing it).

It sounds like what you want is to be able to gesture and walk, adding only the upper body gesture movements to the locomotion movement. The gestures generally are full-body motions (your hips and legs move to balance your body as your upper body swings around). The simplest thing to do is to eliminate the lower body of the gesture animations and then do an additive animation. You could copy the .skm file to a new .skm file, then change the name of all the lower body joints in the motion to some name that won't match (say, from l_leg to xxl_leg). You could also do this dynamically by changing the joint names of the motion, or removing them altogether. I'll have to think if there is an easy way to do this (along the lines of  a checkbox that says 'use only the upperbody for this motion')

Ari

June 29, 2016
3:42 am
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Hi, Ari

Thx, I've caught the idea. Can same be done easier (without "bicycles")? For example for gazing there is an ability to specify what should be affected, like

<gaze target="elder" sbm:joint-range="NECK EYES"/>

Will it work for gestures/animations as well?

Thx

July 8, 2016
4:16 pm
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No, there is no BML command that limits the joints affected by the animation/gesture.

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