Of course they aren't. Sharing files is great if everyone has the same files to share with. However anything organized, anything that requires consistency will require a change of habits in how you work. AS users have never had a need to be consistent or use a specific bone name convention. They have never had a reason to NAME bones at all.synthsin75 wrote:The only problem with sharing these 'actions' is that we have no idea what sort of skeleton to match. I'll bet no ones naming conventions are exactly the same.
How long would it really take to rename all the MAJOR bones in a basic skeleton? 5 minutes? 10? It's not that hard. I fixed the script now so you only need to name bones that actually have keys or are needed for basic animation.
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There is a product called TSM (the setup machine) for Animation Master. It recently became "open source" or "free".
This program would automatically put in the coolest most amazing control system on top of your basic rigged skeleton of a 3D character. It cost $150 for AM users when it first came out. I think it's still being sold for Maya. But guess what?
YOU HAD TO NAME THE BONES EXACTLY AS THEY REQUIRED.
It wasn't "magic". Not only did you have to name the bones you really had to use their exact skeleton in order for the system to put in all the constraint and control bones.
PEOPLE LOVED IT! It saved HOURS AND HOURS. Putting in a control rig in AM was a nightmare. No one complained about strict naming of bones. No one complained about having to have specific bones. They were willing to do it to save time.
Included with Animation Master are a whole pile of saved actions for walking, running, etc. BUT YOU HAD TO HAVE THEIR SKELETON INSTALLED TO USE IT. If you made up your own skeleton and didn't bother renaming bones you couldn't use those actions. If you created your OWN skeleton and changed it across different characters you couldn't reuse actions on different characters.
Automation requires consistency. Saving animation files like this requires there to be consistency. I for one am going to make sure that ALL my characters have the same basic bone structure from now on. I will make sure to use the same bone names. I will be consistent so I can maximize my content.
Ultimately this is more about streamlining work flow first, sharing files second. If you yourself develop characters with a specific set up then you can use those animations more effectively across an entire project. This could save hours and hours and hours of redoing animations over and over.
This is a new concept for AS and it will require some time to adjust to it. I've been using actions with 3D for so long I'm already there. I love this. I FREAKING LOVE IT!
-vern