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modeleditor:channels [2012-03-29 09:59]
Carsten Added the list section
modeleditor:channels [2013-01-07 12:07]
Line 1: Line 1:
-====== Channels ====== 
- 
-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. 
- 
-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. 
- 
-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.  
- 
- 
-===== The channels list ===== 
- 
-{{ :​modeleditor:​channels-list.png?​|}} 
-The **Channels** pane lists all animation channels in the model. 
- 
-For each channel, 
-  * its name and 
-  * the channel number 
-is shown. 
- 
-A single click on a channel selects it, a double click opens the **Channel Inspector** pane as well. 
- 
-Pressing the **F2** key or a single-click on an already selected channel allows you to rename the channel in place. 
- 
-The “**+**” button creates a new channel and adds it to the list. 
-The “**-**” button deletes the currently selected channels. 
-<​clear>​ 
- 
- 
-==== Context menu ==== 
- 
-{{ :​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>​ 
- 
- 
-===== The channel inspector ===== 
- 
-{{ :​modeleditor:​channel-inspector.png?​|}} 
-<​clear>​ 
  
modeleditor/channels.txt · Last modified: 2013-01-07 12:07 (external edit)