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Plugins and Scripts > trueSpace > Animation

Actor Utilities (WIP) for trueSpace7.61

actor utilties icon

A collection of utilities for working with actors and preping them for export.

persistent base install v3 required

All prerequisites are included in the Unofficial trueSpace Updates - https://www.united3dartists.com/forum/viewforum.php?f=55

Script comes pre-installed in the Unofficial trueSpace Updates - https://www.united3dartists.com/forum/viewforum.php?f=55

Installation:

  1. install the persistent base if not already installed
  2. install the new floating panel script
  3. install the new global function set script
  4. drag the node into the link editor and press the install button
  5. delete the node from the scene after install is complete
  6. if uu installed reset the 3d view toolbar to update the button
actor utilities panel actor utilities tools

Default:

Tools:

  • New Skeleton - create a skeleton that has identity matrix on skeleton and skeleton root. Exporters require actor default pose with skeleton and mesh created with 0 origin for best results.
  • Center IK Handle/Lock - move the selected ik handle or lock to the center of the bone
  • Re-Key Actor - go to each key time and set a key, used after deleting keys from specific channels. Required before Actor Anim to Root if channel keys were deleted
  • Scale Skeleton - can be used to resize an imported bvh skeleton and animation
  • List Handles Joint and Bone - list a handles associated bone and parent joint in the log view. Hard to tell what bone a handle is assigned to after the fact.
  • Skeleton Anim to Actor - transfer the skeleton animations to the actor
  • Actor Anim to Root - transfer animation from the actor object to the skeleton root, this is an improved version from the GLTF scripts. Required for many exporters.
  • Mesh Morph Anims to Actor - needed for gltf export, transfers a mesh morph animation up to the actor level. FBX export does not process morphs.
  • Combine Morph Anims - from gltf and needed for gltf export
  • Save Mesh Shape - read the current state of the selected mesh object
  • Apply Mesh Shape - copy the shape of the previously saved mesh data to the selected mesh
  • Skel Root Selector - select the actor's skeleton root.

Add a bvh animation to an actor that is based on the bvh skeleton

  1. Load the bvh file into the scene
  2. Save the object as an Anim Clip
  3. Load the anim clip into the actors skeleton node
  4. Export the AnimTrack connector
  5. Optionally rename the track and clip using the Animation View. Do not rename directly on the node.
  6. Press Skeleton Anim to Actor and the bvh animation will be added to the actor and removed from the skeleton.

This may work for bare skeletons too?

Use an existing morph as a starting point for a new morph

  1. Set the morph values as desired.
  2. Press Save Mesh Shape button.
  3. Add Morph and press the Apply Mesh Shape button.
  4. Now modify the shape for the new morph target.

Notes:

  • The default scale of 0.233 will shrink an imported bvh file down to human size
  • Skeleton Anim to Actor is good for imported bvh skeleton animations
  • Skel Root Selector does not work with Dynapose.

IK Handle Presets are useful for adding multiple behaviors to a single handle. Truespace handles are limited to 2 actions, so if you need more you have to add multiple handles. This tool will cut down the clutter of multiple handles.

ik handle presets panel old actor panel

IK Handle Presets:

  • Set IK Handle - set the selected IK Handle as the active handle for the tool
  • IK Handle Preset Name - the name for the preset
  • New Preset - start the lock selection mode, light turns green
  • Auto Activate On Selection - the preset will automatically switch when the handle is selected or the preset choice changes
  • Save Preset - save the preset into the IK Handle
  • Cancel - cancel the tool
  • Auto On/ Auto Off - will turn the automatic preset switching on and off for all the handles of the actor. This can also be used to "Wake Up" the preset selection if it stops responding.
  • Clear All Preset Locks - turns off all the dynamic locks associated with all the handles of the actor
  • Fix Old Actor Locks - fixes an invalid value on old actor ik locks
presets ik handle panel

Presets:

  • Names - the presets assigned to the selected handle
  • Confirm Selection - to confirm the selection of the preset
  • Auto Confirm - no need to press confirm when switching presets or handles
  • Edit - edit the selected preset
  • Remove - delete the selected preset
  • New Name / Rename - assign a new name to the selected preset

Presets Usage

  1. Start the DynaPose tool
  2. Select the IK Handle and press the Set IK Handle button
  3. Type a name for the IK Handle Preset
  4. Press New Preset to start the lock selection process
  5. Select locks to use with the panel and set the IK handle options if not already set
  6. Press Save Preset and the preset is saved to the handle
  7. Use the Presets dropdown in the stack view to choose a preset for the handle
  8. Use Edit to change a preset

Notes:

  • IK Handle Presets will pre-populate the IK Handle Node if an IK handle is already selected when the panel is opened
  • Handle presets are set to Use global locks
  • Handle presets don't include Color, Speed vs Quality and Interpolation
  • IK Handle Presets should not be used with normal locks, only with the locks selected during the setup process.
  • To copy or use a preexisting preset as a starting point, press Edit and type a new name in the IK Handle Preset Name. The new name will be used when the Save Preset button is pushed.
  • IDEA: bake skel root anim to actor or skeleton
  • fbx export needs frame -10 def pose, gltf does not
  • most actor anims cant be adjusted with curve editor
  • Included Joint Orientation Control, IK Handle Footprint and Character FK Controls will live inside this actor utilities for future updates.

Dev Notes

  • old actor locks have the new "Fixed" conn, but in an invalid indeterminate state and doesn't show on the default aspect
  • old actor ik handles dont have the speed vs quality control on the default panel

TODO?: bvh skeleton animation inside the skeleton, need script to transfer to actor

bvh skeleton has rotations on the root node and translations on the skeleton node

installer removes Joint Orientation, Character FK and IK Footprints as individual installs - all live inside the Actor Utilities going forward

July 13, 2025
July 13, 2025