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modeleditor:channels [2012-03-29 09:59] Carsten Added the list section |
modeleditor:channels [2013-01-07 12:07] |
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- | ====== Channels ====== | ||
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- | Channels are used for grouping joints. | ||
- | They allow animations to play only on a subset of the model joints, so that multiple animations can play on different parts of the model at the same time. | ||
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- | For example, you can play a walking animation on the legs, an animation for swinging the arms on the upper body, and an animation for moving the eyes on the head. | ||
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- | Animation channels are defined and inspected in the Model Editor as described below. | ||
- | The //use// of channels is up to the game's script or C++ code. | ||
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- | ===== The channels list ===== | ||
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- | {{ :modeleditor:channels-list.png?|}} | ||
- | The **Channels** pane lists all animation channels in the model. | ||
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- | For each channel, | ||
- | * its name and | ||
- | * the channel number | ||
- | is shown. | ||
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- | A single click on a channel selects it, a double click opens the **Channel Inspector** pane as well. | ||
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- | Pressing the **F2** key or a single-click on an already selected channel allows you to rename the channel in place. | ||
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- | The “**+**” button creates a new channel and adds it to the list. | ||
- | The “**-**” button deletes the currently selected channels. | ||
- | <clear> | ||
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- | ==== Context menu ==== | ||
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- | {{ :modeleditor:channels-list-context-menu.png?|}} | ||
- | An RMB click in the **Channels** pane opens the context menu: | ||
- | * **Inspect/Edit** opens the **Channel Inspector** pane. | ||
- | * **Rename** allows to rename the animation channel. | ||
- | * **Add/create new**, like the "**+**" button, creates a new channel and adds it to the list. | ||
- | <clear> | ||
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- | ===== The channel inspector ===== | ||
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- | {{ :modeleditor:channel-inspector.png?|}} | ||
- | <clear> | ||