Instead of defining a local keying group for each character in your scene, you can define a single custom local keying group and apply it to all the characters in your scene, using the namespace merge feature.
To apply custom local keying group data to many characters in a scene:
- Create a scene with a single character:
- create a custom local keying group for selected effector(s)
- remove the character namespace value from the effector(s) to make them generic
- Save the scene with a name that reflects the keying group you’ve created.
Note: When you merge a scene with keying group data from another scene, the keying group will rely on the specific object names (and namespaces) in the scene to identify what it will connect with.
- Create your other scenes, with a single character in each, making sure that the characters’ effectors are named the same way as in the keying group you saved in the previous step
- Load the scene into which you want to merge your characters
- Merge each of your characters, applying a namespace on each load with the name of the character.
- Merge the keying group you saved in step 2 above with these conditions:
- discard all elements and animation from the file except the keying group information
- apply namespace on the merge using the name of a character in the scene
- repeat this keying group merge for each character in the scene, applying a namespace with each character’s name