Before using the Interpolation Grid, you must create all the poses required for your Master Controller. To do this, you can create a scene with your character rig in it, and put each possible pose for your character on a different frame of the scene. The Interpolation Grid will use the frame number of each frame containing a pose as an identifier for the pose.
Once your character's key poses are properly laid out in your scene's timeline, the next step is to select the nodes which you intend to animate with the Master Controller in the Node view, then launch the InterpolationGrid script. This script will open a dialog which will allow you to associate parts of the interpolation grid to frames in your scene.
- To make the coordinate setup easier, from the Node Library view, import a Grid node to your Node view and connect it behind the elements.
- To easily remember your frames, you can use Timeline markers to indicate the poses you intend to use in the master controllers.
Add the Scripting toolbar to your workspace by doing one of the following:
- In the top menu, select Windows > Toolbars > Scripting.
- Right-click on any existing toolbar and select Scripting.
- Follow these steps to add the Interpolation Grid script to the Scripting toolbar:
- In the Scripting toolbar, click on the Manage Script button.
- In the Files list of the Scripts Manager, select TB_Interpolation_Grid.js.
- In the Functions list, select TB_Interpolation_Grid.
- Click on the Add script to toolbar button.
- Click OK.
- A button for the TB_Interpolation_Grid script is added to the Scripting toolbar.
The Scripts Manager dialog appears.
The TB_Interpolation_Grid function of the TB_Interpolation_Grid.js script is added to the In Toolbar list.
- In the Node view, select the layers or group the master controllers will control.
- In the Scripting toolbar, click on the TB_Interpolation_Grid script button.
The Interpolation Grid dialog appears, with the Grid Parameters dialog just over it.
- In the Keyframe count field of the Grid Parameters dialog, set the horizontal (X) and vertical (Y) size of the grid to match the amount of vertical and horizontal poses you created for your character.
- If the grid is too low or too high in relation to the character or where the affect zone is, you can adjust the centre position of the grid.
- You can also change the cell size to be bigger or smaller based on your artwork and poses.
- From the Preset drop-down menu, you can select a preset grid if you want to reuse a provided or custom grid.
- Click Done.
- In the Visual Grid area, double click on the grid points to set the frame number corresponding to this point's pose.
- In the State Properties section, you can type a custom Identifier for the pose. For example, if the selected frame has the character looking up towards the left, you could label the pose
Look-Up-Left. You can also adjust the frame number of the pose, as well as the X and Y position the 2D point widget must be positioned to obtain this pose.
- Once your grid is completed, if you want to save it as a reusable preset for later setup or adjustments to the current one, click the Save Preset button. You will be prompted to give a name to your preset.
- To avoid affecting unnecessary functions, such as pieces or deformers points that are not moving in the given poses, in the Monitored Attributes section, press Filter Attributes to only retain the modified attributes. The option is only available when all frames in the grid are set.
- In the Output section, in the Name field, enter the name of the Master Controller node that will be created.
- In the Interpolation Grid interface, press Create.
You will be prompted to select a destination for the .tbstate file which will contain the interpolation grid data. It is highly recommended to save this file in the scripts subfolder of your scene's folder, so that it can easily be bundled with the Master Controller's script.
At this point, a new Master Controller node containing your interpolation grid will be added to the Node View, and the controller for the Master Controller widget will appear as a blue dot in the Camera view.
- In the Timeline view, move the playhead to a frame that does not contain one of your interpolation grid's poses, so that you can test the Master Controller without affecting your poses.
- Move the widget in the screen to test the positions and the interpolation.
At any time, the MasterController can be shown or hidden in the Camera view by doing one of the following:
- In the Camera view toolbar, click on the Show Control button.
- In the top menu, select View > Show > Control.