To display: Select a character or its action source (in the explorer) and choose Action > Make Skill from the Behavior Export toolbar.
For more information, see Converting an Action into a Skill [ Character Animation ].
Source Options
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Source |
Opens a list from which you can select the action source you want to convert to a skill. |
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Transfer |
Transfers this skill to a Behavior actor. This actor can be one generated from this character, but it could also be another actor. When you click OK in this dialog box, a pick session starts and you must left or middle-click the actor to which you want to transfer the skill. |
Type Options
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Skill |
Opens a list from which you can select one of the four types of Behavior skills: • Default - untouched motion data is animation that is not modified for playback in Behavior. • Basic is ambient animation (that is, no locomotion), such as picking up a ball, throwing a ball, or scratching a head. • Locomotion is cycled animation for locomotion on digital actors in Behavior. It moves the actor with special marking data used to identify the contact points, such as when the feet contact the floor. The translation animation for the locomotion must be in the actor’s GlobalSRT or COG node. • Raw is untouched motion data that is available to be used in Behavior. This option is used for when there is an animation for the actor that needs to be left untouched during the process of converting an action to a skill. |
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Threshold |
Helps detects foot contact with a collision surface when you’re creating a locomotion skill. Lower values make the detection of contact “tighter”, meaning that the foot needs to be in a closer range of the collision surface to be detected; higher values makes the detection “looser”, meaning that the foot can be farther away from the collision surface. |
Autodesk Softimage v.7.5