We have a similar system but ours isn't real time and is prone to wild fits of inaccuracy and euler problems and sets a million keys by default unless you stress otherwise. Yours look like it runs in real time and no keys get set?
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correct. moving the slider all the way to zero deactivates the evaluation. typically I would animate with it off then tweak and tune afterwards
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Very cool. I take it that you guys are going to use this for your internal work? Are you able to talk about it in more detail? Or your experiences created it?
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I used a series of spring controllers and aim constraints. the "skinned bones" are in a hierarchy but rotations act like they are in world space and independent of each. Those are then put on on an animation controller layer and the weight is controlled by the slider
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I shared your tweet with our 3DSMax team. If you ever want to chat about your work in the software, as an animator, or scripter, let me know, we are always looking for more feedback.
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That moment you realize blizzard artists use max :D
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Nice stuff! Did similar with the rigs in Narnia. Cheap, yet effective.
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You can share it
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