Use Cavalry's Behavior Mixer to make dynamic procedural animation!

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  • เผยแพร่เมื่อ 5 ต.ค. 2024
  • We're looking at the Behavior Mixer, Blend Submesh Positions, Bevel, and Boolean behaviors today. Ended up making a procedural walk animation that adjusts based on object speed!
    Previous Blend Submesh Positions Tutorial: • Blend Submesh Position...
    Cavalry A-Z is a series of 26 tutorials going through (most of) the Cavalry Behaviors and Deformers. Full tutorials are posted to my TH-cam channel on Saturday. This is also part of the Alphabet Superset challenge by @struthless69.
    Buy my plugins here: aescripts.com/...
    Website: elliotmosher.com/

ความคิดเห็น • 8

  • @zentrumwest3004
    @zentrumwest3004 ปีที่แล้ว +1

    Thank you Elliot! Your channel just has a very high value for all Cavalry users out there.

  • @LordsofParody
    @LordsofParody 8 หลายเดือนก่อน

    Hoping to see more of these videos soon!

  • @jozef_s
    @jozef_s ปีที่แล้ว +1

    Perfect, thanks Elliot!

  • @jamesfugu1505
    @jamesfugu1505 ปีที่แล้ว +1

    First off, thanks for sharing Cavalry knowledge with the world.
    Second, it would be great to see some other blend animation uses. for example are you able to blend between more than just two keyframes? Can you park a bunch of “poses” and then dynamically select them from that master slider control?
    Skipping ahaed to the letter I. my brain starts to die when I think about indexes and how things in duplicators feed into each other. I think some of the real power inside Cavalry is taking advantage of that but good lord it hurts to think about how to rig it up in the first place.
    Keep up the great work!

    • @ElliotMosher
      @ElliotMosher  ปีที่แล้ว

      Animation Control will essentially 'move the playhead' through any keyframes on that attribute, while also interpolating. So if you have a character dancing, you could connect the Animation Control to all the animated attributes and then animate the Animation control any way you want, like you could attach an Oscillator to it which would make your character dance forward then backwards forever. It also interpolates between the keyframes as well to get the 'middle' values. So if you have a ball that moves left to right in 10 frames, you can animate the Animation Control over 5 frames, or over 50 frames, and it will automatically calculate the proper 'relative' position based on the speed of animation. That's why for this example I only need a keyframe on 0 and 1, since the Animation control will automatically interpolate the in-between values.
      I talk about it a bit more in the 'Everything you need to know about Timeline Counters in Cavalry' video. Let me know if you think it would be beneficial to have a dedicated video for Animation Control.
      (Also, Indexes and Context is a bit tricky for me as well haha, but I'll try to talk about it when we get to I)

    • @YevgenyMakarov
      @YevgenyMakarov ปีที่แล้ว +1

      There are "Keyframe Layers" for blending animations.

    • @ElliotMosher
      @ElliotMosher  ปีที่แล้ว +1

      @@YevgenyMakarov yep, and I'll go into that more when I get to 'K'. I haven't used them a ton yet so I still need to learn their ins-and-outs, so it will be interesting to see what the pros/cons of each are. There's a lot of other uses for Behavior Mixer as well, I just showed that use case because that's how I've used it so far. If you've used Keyframe Layers in your projects I'd be interested to hear your thoughts on them. My initial impression was that it was a bit tricky to get the hang of.

  • @Gaervino
    @Gaervino 6 หลายเดือนก่อน

    Can edit bitmap file??