How to control many "choreography" with only a single channel?
(by Jean-Sebastien Perron)
Watch the videos
Left : the motion
Right : same motion totally controlled by a single channel of another object
When do you need this technique?
-To control a complex character animation
-To animate easily a complex animation that will be repeated many times at different speed
-To animate a complex animation by the characteristic of another object
-This is simply the most powerful animation feature of Realsoft
-To get more details look in the manual
Overview
-We need to change the animation of the desired objects relative to a controller object instead of time
-Normally an object is keyframed over time
-Now we want it to be keyframed over an object channel
-Then when we play with this controller channel it control all the animation of the other objects
-For this tutorial I will use a robot arm punching as seen in the videos above
Setup the controller
-Create a sphere
-Name it "Controller" this is the object we will use to control other objects
-Set it to invisible in realtime and in rendering
-Go to the first frame, activate the "Record" mode
-Set the alpha channel of the "Controller" to 0.0
-Now go to the last frame and set the alpha to 1.0

-Uncheck the "Animate only when selected"

Setup the robotarm
-Create a robot arm with more than one articulation

-Now select "Shoulder"
-And right click and chose "Make Choreographable"
-This will send the object in the "Choreography Window"
-Do the same for the "Arm", "Cylinder" and the "Blades"

-Now in the choregraphy window
-Select the "Shoulder.init0"
-And right click and add a "Keyframer"

-Go to the "Input Tab"
-Select the "Keyframer" of the "Shoulder"
-Set the "Input" to "Geometric Object"
-Select the "Controller" object in the "Select Window" this time
-Go back to the "Input Tab" and click "Change"
-And select "Alpha"
-This will make the choreography of the "Shoulder" dependant of the "Controller.Alpha" instead of regular time
-Repeat for the "Arm", "Cylinder" and the "Blades"

-Since we animated the "Controller.Alpha" to fallow time
-At frame 0 -> 0.0 and at frame 150-> 1.0 we can easily see where we are in time
-Observe in "Choreography Window" that the "Alpha" channel has replaced time
-Animate the arm like you would do normally, animate each articulations
-Important : you must create a dummy keyframe at 1.0 if you don't have one
-Each choreography must have a keyframe at "Alpha : 0.0' and at "Alpha : 1.0"

Problems
-It is possible for an unknown reason that you may have problems with "Realsoft"
-It did not work the first time, and now it is and I still don't know why.
-Don't rely on the "step by step", try to understand the concept and look in the manual
-Be careful to select the proper "keyframer" while keyframing the corresponding object
-Also check that the duration of the keyframer goes from 0.0 to 1.0
Playing and having fun
-Ok, now if you can see your animation doing a single motion when clicking the "Play" button
-You have compleated this tutorial
-Now have fun an animate the "Controller.Alpha" channel
-This is the motion I have used for the video
-When the "Alpha" is 0.0 it is the beginning of the motion
-When it is 1.0 it is the end of the motion
