Since Golaem9, file formats like the fbx, usd and bvh can be used in simulation/layout, without the burden of converting it. Depending on the case, these files can either be used to directly replay a complex skeleton, or with a mapping to another morphology with live conversion.
Using fbx/usd file to directly replay the animation on the same morphology allows to also replay translation and scale animations, which are limited in the gmo file format.
To direct-play fbx/usd/bvh animation on an entity:
To make sure that an entity is replaying the animation in direct mode, set the Golaem SDK severity level to INFO, and check wether a log message tells ' [GolaemSDK]: Animation configured to direct replay. '.
Note that it's now also possible to use characters (and play animations) with modular hierarchies (several hierarchies of bones that are not connected to a single root bone). When trying to direct-replay such animations, the Selection Mode needs to be set in 'Use All Bones, remap by name' mode.
Replaying the animation on a different morphology is internally like converting it in gmo and playing the gmo file, except that the conversion is done on the fly by Golaem.
To do so, the Motion Clip node needs to define a Motion Skeleton Mapping with:
If no Motion Skeleton Mapping is configured, an automatic skeleton mapping will be used to try to define the skeleton and the support sequence.
Like when replaying a gmo file, the Motion Behavior also needs a Motion Mapping to tell where to replay each limb. Here also, if none is configured, Golaem will use an automatic detection.
To be able to use a support sequence from an attribute in a Motion Clip or a Motion Skeleton Mapping, one first needs to save the support sequence in the desired property.
In Maya, the support sequence property needs to be an attribute on the
foot bone (the end of the Golaem leg Ik chain).
To add an attribute on a Maya bone, open the attribute editor, click in
the Attributes menu and Add
Attributes:
Add an attribute in the Attribute Editor
Once the attribute created and named, keys can be added on it. Any key with a value >0.5 will be considered as a frame where the given foot is in ground support, and any keyframe with a frame value <0.5 will be considered as not in support:
Animating the ground support sequence
Once the ground supportsequence is added to and exported in the fbx file, the support sequence can be used by Golaem by correctly configuring the Support Property Name.
Note that the property name needs to be the same for all the legs.