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Introduction

The 'Motion Snapshot' node is the most simple yet one of the most important nodes in the entire suite as it is used by all other nodes in Motion Symphony to facilitate transitions. 

The Motion Snapshot node captures the character's pose so that other MoSymph nodes can check what the current pose is and match to it even if the pose comes from a completely different state in the graph. This means you could have motion matching in different nodes with continuous fluid transitions between them instead of ugly cross-blends. It also allows seamless matching between all MoSymph nodes as well as seamless transitions from non-MoSymph states.

Placement in the Graph

It is recommended to place this node near the end of your animation graph after any intertialization blending nodes but before any procedural animation. This will ensure that other MoSymph nodes are matching to the most accurate current pose without being adversely affected by IK adjustments. 

Details / Settings

As of Motion Symphony 2.X the Motion Snapshot node is predominantly autonomous. There is only one setting to consider:

Retarget Pose - If checked the pose recorded will be retargeted to the native skeleton for the animation. If you are using the same character model as your animation sequences are bound to, leave this unchecked, otherwise keep it checked.

Debugging

Console commands can be used to help to visually debug the 'motion snapshot node'. First open the command by pressing the tilde (`) key and type in the following command replacing the # with a value from 0-2

a.AnimNode.MoSymph.MotionSnapshot.Debug #

0 - Turn off debugging

1 - Debug bone positions

2 - Debug  bone velocities

The MotionSnapshot node can also be disabled or enabled via a command as follows:

a.AnimNode.MoSymph.MotionSnapshot.Enabled #

0 - Disabled

1 - Enabled

Note: Debug visualization for motion features will only work if the relevant functions have been implemented in that motion feature.

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