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Character Animation Tutorial 1.Overview2.Modelling3.Texturing 5.Skeleton and IKs4.Keys5.Export the character and its animations6.Load the in Virtools7.Material & texture tuning8.Merge animations & add behaviors9.ConclusionNote: When creating animations, you should be very careful what you do with the FloorRef. When walking or running, thecharacter should stay at a constant height from the FloorRef object. When jumping, the Character should increase it's distance fromthe FloorRef object to give the appearance of translation away from the floor. Characters should ALSO have a "stationary root" thatonly moves relative to the floor reference (e.g. for walking, jumping etc.) but that does not move constantly (i.e. in an idle animationthe root should not move). This is very important if you wish to use your with the Virtools Mulituser Pack, or thedead reckoning algorithm used for predicting distributed objects will not work correctly. In short:Make sure the (stationary) root element does not move at all when the character is in its default ('wait' or 'idle') animation.For other animations make sure the root moves a minimum; in a walk animation along the Z axis for example, make sure thatthe root moves along the Z axis only - there should be no movement on the X or Y axes.Note: Ensure the animations you create are 'real' in the sense that the Character actually performs them and does not 'pretend'to perform them - e.g. for a walk animation you should ...
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