๐Ÿงพ
FPS Animation Framework
  • ๐Ÿ‘‹Welcome!
  • Workflow
    • ๐ŸฆพCharacter Rig
    • ๐Ÿ”ŒComponents
    • ๐Ÿ”ธProfiles and Layers
    • ๐Ÿ”—Linking
    • โž•Integration
    • โ–ถ๏ธPlaying Animations
    • ๐Ÿ’ปExtending the System
  • Demo Project
    • โœจResources
    • ๐ŸŽฎController
    • ๐Ÿ”ซWeapons and Items
    • โž•Attachment System
  • Fundamentals
    • ๐ŸฆพRig
    • โš™๏ธFramework Architecture
    • ๐Ÿ“‘Animator Profiles
    • ๐Ÿ“œAnimator Layer
    • ๐ŸŽฎInput System
    • ๐Ÿ”ถAnimator Layers
      • Weapon Layer General
      • Additive Layer
      • Ads Layer
      • Attach Hand Layer
      • Collision Layer
      • IK Layer
      • IK Motion Layer
      • Look Layer
      • Pose Offset Layer
      • Pose Sampler Layer
      • Sway Layer
      • View Layer
      • Blending Layer
      • Turn Layer
    • ๐Ÿ“šNew Animation Library
    • โš’๏ธTools
  • Recoil System
    • ๐Ÿ”ซRecoil Animation
    • ใ€ฝ๏ธRecoil Pattern
    • ๐Ÿ“นCamera Shake
  • Troubleshooting
    • โš ๏ธInitialization Warnings
    • โš ๏ธCan't Look Around
    • โš ๏ธWeapon Positioning
    • โš ๏ธWeapon is not moving
  • โš ๏ธAiming doesn't work
  • โš ๏ธTwisted feet when looking left/right
  • ๐ŸŒŒMisc
    • ๐Ÿ“œChangelog
      • 4.7.0 Update
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On this page
  • IK Extractor
  • Copy Bone Modifier
  • Avatar Mask Modifier
  1. Fundamentals

Tools

In this section you will learn about the framework tools.

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Last updated 11 months ago

The FPS Animation Framework offers helpful editor tools. All tools are available in the FPS Animator/Tools:

Now let's see the very details of each editor tool.

IK Extractor

This tool copies the animation data from the selected to the target bone. This is particularly useful for procedural curve animations, where we want to copy the data from the weapon bone to the additive bone.

This tool computes the additive animation, by "substracting" the the first frame of the Reference Animation from the Target Animation frames.

You can also adjust the Rotation Offset - this property will add extra rotation to all frames.

  • Target Animation: the animation we want to copy the data to.

  • Reference Animation: the first frame of this animation will be used as a base for additives.

  • Root: the root bone of the hierarchy. Note: it is not includes in the bone path!

  • From: the bone to copy from.

  • To: the bone to copy to.

  • Rotation Offset: additive offset for the final result.

Copy Bone Modifier

This tool copies animation data from one bone to another:

  • Source Animation: the animation to copy from.

  • Target Animation: the animation to copy to.

  • Source Root: the root bone of the source animation.

  • Source Tip: the target bone of the source animation.

  • Target Root: the root bone of the target animation.

  • Target Tip: the bone to copy to in the target animation.

It is possible to use this tool to copy the data between completely different animations, that might have different hierarchies.

Avatar Mask Modifier

This tools allows you to add custom bones and game objects to the avatar mask. This is especially useful within the context of this framework, as we have to animate custom game objects, which are not part of the original skeleton hierarchy (e.g. WeaponBoneAdditive):

  • Root: the root bone of the hierarchy.

  • Bone To Add: the target bone/game object you want to add.

  • Upper Body Mask: the target avatar mask.

Add your character to the scene, assign the Transform references and the avatar mask.

โš’๏ธ
Click the Tools button.
IK Extractor tool.
It copies the animation data. That's it.
Avatar Mask modifier.