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*** GUI (refer to 'quick_start.png') ***
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RED - These controls allow you to make a new animation (starts the scene with the minimum required for an animation), load an existing animation, or save the current animation. Race settings allows you to load in new graphics for animating different pawn types
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DARK GREEN - Basic undo / redo system
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PINK - Sets the basic properties for the AnimationDef
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BROWN - Add / remove an actor to / from the animation
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GOLD - Sets the basic properties of the currently selected actor
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LAVENDER - Allows you to change the appearance of an actor to pawn type defined in 'Allowed races'. Also includes global offset values for the selected race
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CYAN - If the selected actor is a humanoid, these controls allow you to change the actor's body type and set what the global offset for these different body types
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GREY - Resets the camera to its origin
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YELLOW - Actor 'click and drag' tools that allow you to change an actor's position, rotation and facing. Click and drag on the head or body addon to move just that part (if possible)
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ORANGE - Actor timelines and animation playback control panel. Allows you to play / pause the animation, set the current time (in ticks), change the length of the animation, toggle whether keyframes should be stretched when resizing the timelines, change the playback speed, and change what should happen when an animation ends. Actor keyframes can be drags around on their respective timelines. Actor order depends on the order of the timelines (the order can be changed using the arrow buttons)
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DARK BLUE - Displays console messages. The 'Console' button opens / closes the console message history and stack trace
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PURPLE - Allows you to add / clone / remove stages. Click on a stage in the list to switch to it and double-click a stage to rename it. Use the arrow buttons to change the stage order
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LIGHT BLUE - Allows you to clone or delete keyframes. A new keyframe will be created whenever an actor is moved, and one does not exist at that time point yet. Includes controls for positioning the actor, their head and appendages. Also allow you to mark keyframes in which an actor should quiver or make a sound.
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LIME: Determines the number of times the animation repeats itself before moving to the next stage. Has separate values for normal sex and quickies (set the quickie value to 0 to skip the stage during a quickie)
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*** Controls ***
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- Scroll wheel: Zoom in and out on the scene
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- Middle mouse button: Click and drag to pan about the scene
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- Left mouse: Handles everything else
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*** Keybinds
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- Left Ctrl + N: New animation
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- Left Ctrl + S: Save animation
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- Left Ctrl + L: Load animation
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- Left Ctrl + Z: Undo last action
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- Left Ctrl + Y: Redo last action
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- Left Ctrl + left mouse: Add clicked keyframe to the current selection
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- Left Ctrl + C: Copy all selected keyframes (can only copy one keyframe per actor at a time)
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- Left Ctrl + V: Paste all copied keyframes at the current tick
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- Left Ctrl + backspace / delete: Delete all selected keyframes
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- Left Shift: Hold to enable 'key snapping' - this will snap a dragged key to the same position as another key in an adjacent timeline
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- Spacebar: Play / pause animation preview
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- Q: Switch to actor movement mode
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- W: Switch to actor rotate mode
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- E: Switch to actor facing mode
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- Arrow keys: Move / rotate / face the actor along the corresponding direction
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- Left Ctrl + Up / Down Arrow keys: Change the selected actor
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- Tab: Cycle between selecting the current actor's body / head / appendage
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- Pgup / Pgdw: Move to the previous / next tick
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- Left Shift + Pgup/Pgdw: Jump to previous / next key
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- Left Ctrl + Pgup/Pgdw: Jump to first / final tick in the stage
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- Home / End: Goto to the previous / next stage
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*** Tips ***
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- If an animation fails to load, check to make sure there are no invalid fields or empty numeric values in the animation file (search for ‘></’ to quickly find empty tags)
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- Use the ‘Required body parts’ button to add a penis or appendage to an actor that you can rotate
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- You can preview an animation in its entirety by going to the start of the first stage and using the ‘On stage finished’ dropdown menu selecting one of the ‘Go to next’ options
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- Double clicking a keyframe will set the current time of the animation to that keyframe
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- To clone or delete keyframe, click on it (and make sure that the appropriate actor is also selected) before hitting the appropriate button
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- All time values are presented in 'ticks'. RimWorld plays at 60 ticks per second (at speed 1x). There are 2500 ticks (~42 seconds) in one in-game hour
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