Character Maker Locator
The Character Maker Locator displays the Golaem Crowd skeleton, its properties and its animation in Maya's viewport. It also allows to check that the skeleton and animation were loaded and edited correctly.
Character Maker Locator
Whenever a character file is created or loaded, the Character Maker will also create a Character Maker Locator in Maya.
Character Maker Locator Attributes
|Enable Display||Show/hide the Golaem Crowd skeleton. Note that the Character Maker Locator display can be enabled/disabled from the Character Maker Toolbar.|
|Show Axes||Show/hide the Up and Front axis.|
|Show IK Planes||Show/hide the character IK Normal Planes.|
|Show Bone Names||Show/hide the name of the bones according to the ones displayed in the Character Maker.|
|Show Ground Height||Show/hide the Ground Height Plane.|
|Show Ragdoll Volumes||Show/hide the bounding volumes used for Physics simulation, see Bone Physics Properties.|
|Show Ragdoll Limits||Show/hide the Lower and Upper Limits of the joint physics properties, see Bone Physics Properties.|
|Show Animation||Show/hide the loaded animation in the character maker on the Golaem Crowd Locator.|
|Loop Animation||If enabled the animation will not stopped when fully played, it will restart at the beginning.|
If enabled, the mirrored animation is played.
For mirror animation to work properly, the mirror must be correctly configured on the skeleton mapping, as explained on this page.
|Preview Additive Animation||If enabled, only the variations in the animation are played, relatively to the neutral stance displayed in red. It provides a preview of the animation if used in Additive Blend Mode in a Motion Behavior.|
Footprints can be edited manually by editing keys on the Character Maker Locator node. When loading an animation, the Character Maker Locator node creates an attribute for each Motion Channel (each Limb).
The first step is to identify the Channels on which you edit/add footprints in Main Workspace, after loading the Motion. In the example below, the character is a humanoid, and we want to compute footprints, so we will choose the Channels RightLeg and LeftLeg. In this case the Limb names already allow to choose the correct channels. These are usually the Channels of leg Limbs.
Example of identifying the Channels that need footprints on a loaded Motion
Channel Box Editor
The Maya Channel Box editor can be used to edit existing keys or add new ones.
Select a key in the Maya Time Slider:
The next step is to edit the value for the wanted Channels in the Channel Box, and set a key on that value (right click -> Key Selected)
The Character Maker Locator will display a red rectangle on the limb whenever a footprint is on:
New footprints can be added by adding a new key to the Time Slider.
The Maya Graph Editor can be used to edit existing footprints or add new ones, as in the example below:
Editing Footprints in the Graph Editor
Note that keys values should be set to 0 or 1.