Animation Editor
Last updated
Last updated
The Animation Editor is a powerful tool that allows you to create and edit animations based on the ODA (OVERDARE Deformable Avatar) standard for avatars.
Through the built-in Animation Editor in the Studio, you can create animations directly within the Studio workflow without the need for external programs. Additionally, you can easily import and edit FBX animation files created externally.
You can precisely edit animations on a keyframe basis in the timeline, and make real-time edits and previews of the animation in the preview panel.
You can import FBX animation files created externally.
You can register the created animation on the server and load animation files stored on the server for use.
You can set animation events to integrate with the necessary processing in scripts.
The Animation Editor can be displayed by clicking the Animation Editor button that appears when you select the Model tab in the top-most tab area of OVERDARE Studio.
The Animation Editor screen is structured as follows:
Toolbar: Allows you to save or load animations and change the editing mode of the preview panel.
Rig Hierarchy: Displays the avatar’s bone structure.
Preview Panel: Shows the animation corresponding to the current position on the timeline.
Keyframe Editor: Enables precise editing of animations based on the timeline.
Save
Saves the current animation being worked on. (Internally saved in the current PC's Studio, not on the map.)
Save As
Saves the current animation under a different name.
Load
Loads a previously saved animation.
Import
Import from OVERDARE: Loads your animation registered on the server.
Import from FBX: Imports an animation from an FBX file.
Get Asset Id
Registers the current animation on the server and generates an Asset Id.
Create New
Creates a new animation.
Select
Changes the preview panel's editing mode to Select Mode.
Move
Changes the preview panel's editing mode to Move Mode. (Click on the bones in the preview panel to move them.)
Rotate
Changes the preview panel's editing mode to Rotate Mode. (Click on the bones in the preview panel to rotate them.)
he Rig Hierarchy panel displays the avatar’s skeletal structure. When you click on a bone in the Rig Hierarchy, the corresponding bone is also selected in the Preview Panel.
The Preview Panel shows the animation corresponding to the current position on the timeline.
After selecting a bone in the Preview Panel, set the editing mode to Move or Rotate to edit the selected bone using the Gizmo axis. (If there is no keyframe at the current position on the timeline, a keyframe will be automatically created when manipulating the Gizmo.)
You can use the Show toggle to control the visibility of the background and floor.
In the Timeline, you can add or remove tracks for each bone and precisely edit the position and rotation information of each bone on a keyframe basis.
By clicking the Add Track button, you can add or remove tracks for each bone.
The Timeline is the workspace where you can edit the keyframes of the animation over time.
You can adjust the range of the timeline workspace by directly entering the desired frame values in the Start/End input fields.
The Scrubber is a vertical line on the timeline that allows you to select the time position. You can drag the timeline ruler to move the scrubber’s position.
By pressing the Options button, you can move the scrubber to the beginning or end of the timeline. The Playback Speed option allows you to adjust the playback speed of the animation.
In the Playback Control area, you can use functions such as play, reverse play, jump to a specific frame, and set loop options for the animation.
Right-clicking a keyframe on the timeline opens a menu where you can reset or delete animation information. Additionally, you can set the Interpolation to Linear, Constant, or Cubic to control how the keyframes are interpolated.
Reset Keyframes: Resets the animation information of the keyframe.
Delete Keyframes: Deletes the selected keyframe.
Set Interpolation: Sets the interpolation method for the keyframe.
Right-clicking on an empty screen in the timeline with no keyframes opens a menu that allows you to delete frames from specific sections or add new frames at your desired position.
Remove frame n to n: Deletes keyframes between frames n to n.
Insert frame before n: Adds a keyframe before frame n.
Insert frame after n: Adds a keyframe after frame n.
Append at Beginning: Adds a keyframe before the specified frame.
Append at End: Adds a keyframe after the specified frame.
Add Reset Keyframe Here: Adds a keyframe with reset animation information at the specified position.
By clicking the Add Events button, you can add animation events, allowing interaction with scripts at specific frames of the animation.
The registered events are displayed as markers on the Animation Event Bar in the timeline.
By right-clicking the registered event, you can Rename Event, Copy, or Delete it.
The added animation events can be handled as follows:
Ctrl+S
Save animation
Ctrl+Z / Ctrl+Y
Undo / Redo
Spacebar
Play / Pause animation
(When a keyframe is selected) Ctrl+C / Ctrl+V
Copy / Paste keyframe
To register the created animation, click the Get Asset Id button to register it on the server.
Once the animation is successfully registered on the server, an Asset Id will be generated. Click the button indicated in the image to copy the Asset Id.
To use the animation, it must be placed in the Level Browser. Add the animation to ServerStorage. (If the animation is not placed correctly, it may not display properly on mobile devices.)
Select the added animation and paste the copied Asset Id into the Animation Id field in the Properties window.
When you Save the animation you’re working on, it is saved in OVERDARE Studio, not the map.
Therefore, if you open the map on a different PC, the animation you’re working on will not be visible.
Once the animation work is complete, make sure to click the Get Asset Id button to register it in OVERDARE, then add the animation to the Level Browser and link the Asset Id to the Animation Id.
Animations registered in OVERDARE can be imported back using the Import from OVERDARE option.
If any data is modified after the animation is registered, you must re-register it, generate a new Asset Id, and link it to reflect the changes.