Not yet but very very soon... ish.rogermate wrote:Hi Vern,
1. Are you currently selling any character packs?

Yes to all points you mention. A robot character would have actions, like running, walking, etc. These actions are based on bone rotation, translation scale etc.
2. I'm still new to AS, but am trying to understand the significance of this new tool of yours. If we had designed a robot character to have a certain walk, or actions to throw a ball, or swing a golf club - with your tool we could:
copy a repeatable, and modifiable "macro" ("action" in AS) which causes the character to move a certain way
A) between files
B) between different animatable characters / objects.
I'm guessing there must be some sort of similarity in the bone structure between these characters?
You save out that animation information just for the bones. You could load that into a copy of the same character, or one that uses the same or VERY similar bones. People have been making a bigger deal about using the saved animations on different files than I expected. They think it should be more flexible but that just isn't possible yet. The bone set up should be as close as possible to the original saved file bone set up.
One area that causes trouble specifically is bone locking. Because bone length, scale, angle variations have a huge impact on bone locking it is difficult to get that to work well when copied to a character whose skeleton is a bit different.
Maybe there will be a way to figure out how to adjust the bone lock import based on the angles and lengths of the parent bones... but not yet.
-vern