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This tutorial will guide you through adding tags to fragments , and how to preview a sequence. It uses samples that are part of the SDK. Feel free to follow along with the step by step instructions.

Before doing this tutorial you should know how to open the editor, how to load a preview setup and what fragments and fragmentIDs are. For a tutorial on this see Mannequin Editor Tutorial 1 - Preview Setup, Fragments and Saving.

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Assigning Tags to Fragments

Load up the preview file for the second tutorial , it is called "sdk_tutorial2preview.xml". See Loading the Preview File (but this time the file is called "sdk_tutorial2preview.xml").

If the file manager pops up you can press "Undo Changes to Selected Files" to ignore your previous changes.

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The bit under the fragment browser displays something new: you can now assign what are called Tags to the fragments. What does this mean? In the previous tutorial we just made a couple of variations for a FragmentID. When the game requests that FragmentID ("Idle" , in our example), which fragment plays is basically randomly chosen fragments are basically chosen randomly from those variations. Now we can start adding "tags" to the fragment to limit the cases in which certain fragments get picked. For example, we can mark a fragment with the tag "tired" so it only gets selected when the character is "tired". Or we can mark certain fragments with either "kneeling" or "standing" so we can create different stance variations for the same animation.

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In case you are wondering, we'll talk about the "trump previous fragment" option in a later section.

TagState Keys

Let's play a bit with this TagState to get a feeling of how it works.

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  1. These are the tags associated with the Fragment we are currently editing (the boldface fragment in the Fragment Browser). See the section on Assigning Tags to Fragments.
  2. These are the tags set in a TagState key which we put on the TagState track in the Previewer. See the section on TagState Keys.
  3. These are the Preview Filter Tags.

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