Overview of the Animation Layer Workflow

There are different ways in which you can work with animation layers in Softimage, but here’s a simple overview just to get you started. For more information on each step, see the steps listed below:

 

1. Make sure object is in a model structure.

Animation layers use the animation mixer, and mixers are created one per model. This means that if the object you’re animating isn’t in a model, its animation layers remain in the animation mixer created at the level of the scene (in the scene_root’s Mixer node).

For more information, see Models and the Mixer [ Nonlinear Animation ].

2. Animate the object: that animation is in base layer (“scene” layer). This animation can be either fcurves or an action clip in the animation mixer.

3. Create an animation layer: Softimage automatically switches to that layer as being the current one for adding keys—see Creating Animation Layers.

4. Select the animated object and set keys for it on this layer—see Animating in a Layer.

5. Edit the resulting fcurves as you would normally—see Editing the Layer’s Animation.

6. If you want to keep resulting composite animation, collapse all animation layers into the base layer—see Collapsing the Animation Layers.



Autodesk Softimage v.7.5