Instruction manual:
https://youtu.be/tslyVjGs7sU
Let's enjoy using the assets that were only used for avatars until now.
Many of the animations up to now can be diverted to animesh for avatar. For example, animation for AO.
Since the animation for bento can change the skeleton structure of rig, it can hardly be diverted except for "hand", but I think most of the animation assets you have are not for bento.
Time is money "When will that work end?"
If you use TACHYON, you will be able to answer this question, which has often been confusing, clearly.
TACHYON lets you edit animation sequences in the timeline editor.
Thanks to its intuitive operation, it minimizes the time between getting inspired and actually playing the animation.
You don't have to type in a file name or set a time on the notecard, so you can focus on trying out the ideas you came up with.
And thanks to the easy operation, you can combine various animations to stimulate inspiration.
The burden of correction is also reduced. Have you ever entered an incorrect time on a notecard? The timeline editor allows you to make visual edits and displays the time so there is no mistake.
If you're editing and tired, save the project file for a break. It can be done with just one button.
You will be liberated from the method of managing outdated animation sequences using notecards.
These are just some of the things that are introduced, so a real GUI(graphical user interface) environment may be more comfortable than you think.
If you want to check the timing of the animation connection point, saving and playing back only the connection point and the animation after that will save time because it is not necessary to play from the beginning of the head.
(By the way, if you use "TACHYON Extentions", you don't even have to save it, and you can edit it on the fly while playing back only the sections you need, so it's extremely efficient.)
You can also save part of an animation sequence to a clip file. You can, of course, combine clip files with other animation sequences.
Animation sequences can be played back by the player in synchronization with multiple avatars and animesh.
If you use animesh you don't need an avatar as an actor, so you don't need others.
You can also use avatars in production and animesh as a stand-in in preparation. Of course, you can use animesh as all actors in production or some extras.
Either way, you can save time by using time efficiently.
And above all, you alone can freely plan and efficiently create machinima and small shows.
Let's make a mascot using animesh.
With TACHYON you can make animation sequences that can last up to 7 minutes. Loop it and you can make your own special mascot that does not repeat simple movements.
Use animation sequences to make animesh lively, store clerks, and greeters.
If you have any knowledge of script please play with animesh as pathfinder.
A simple sample script with full permissions for that purpose is included, and you can use it as it is or modify it.
By the way, you can also edit and play the movement sequence by using the separately sold "TACHYON Extentions".
It has many other features. For example, synchronized movement of props for machinima or large shows requires a precise, time-controlled animation device that is different from previous simple animation systems.
Therefore, it can be said that "TACHYON Extentions" which can be defined in the timeline editor for those activation timings is an essential item for machinima and show making.
Features:
The following can be made.
A path finder using animesh, which plays machinima, dance shows and other animations.
You can manage animation files by type and manage with HUD.
The contents of the HUD can be displayed in a list format with a dedicated GUI and can be selected from there.
You can combine selected animations in the timeline editor to edit animation sequences.
Q. What are the benefits of using the timeline editor?
A. It's intuitive and quick to edit.
You can save / load the edited result to project file HUD using GUI.
Q. Why don't you save on a note card?
A. That's because when using a note card, the operation is tedious and, above all, there is the possibility of writing errors.
You can save / load some animation sequences being edited to the clip file HUD. You can combine them to create a new animation sequence.
Animation sequences can be played by avatar and animesh. Synchronized playback with multiple avatars and animeshs is also possible.
However, you can synchronize only one animation sequence at a time. In order to use multiple animation sequences with multiple avatars and animeshs while synchronizing them in units of animation sequences, it is necessary to use the grouping function of the separately available Extensions.
It comes with a full permission script to make Animish a pathfinder or to let animesh communicate with other avatars. If you modify this script as a template, you may be able to create a communication bot.
- Complex animation sequences can be made easily with a powerful timeline editor.
- Playing the animation sequence.
- Save/Load the animation sequence.
- Animations management.
- etc...
cool tool :)
I bought a year ago and i have trying to use it. it is cool tool. i have been trying it to make simple machinima.. Tachyon helps me a lots.
Don't know what to say :(
I bought it and it seems like a powerful tool...lots of renaming file, special ways of rezzing tools. Not self explanatory in anyway. I can tell the directions were written for Japanese then changed to English because the wording of the instructions doesn't always translate well and it will leave you confused very easy. Don't expect the youtube direction video to make you great at using this product. I hope I'm being fair..but I kinda wish I didnt buy it...it uses it own "engine" for lack of a better word and even if you know SL very well...don't expect that knowledge to be helpful at all when using this tool.