I'm testing a scheme to translate animation done with TSM1 to characters made with the AM2001 rig.
I'd be interested in hearing how it works with your AM2001 rigged character.
Download the project and open it. It may ask for the Knight from the CD.
In the Chor there are two characters, TSM1Phantom and Knight.
Phantom had the TSM actions applied to it, Knight (an AM2001 character) is constrained to follow the motions of Phantom.
To try your character (or any other AM2001 rig character)
-import the character into the project.
-Go to the properties for "Shortcut to Knight" and change "Shortcut to" to your character
-your character may appear to be hanging in the air or crouching down. In Director Mode scale the character until his legs are just beginning to bend, no more no less. The feet will appear to fall slightly through the ground plane at first. This maneuver is to adjust the scale of your character's legs to the ones the actions were done on.
Play the Chor. Your char should do a backflip, a queazy stagger and then a go-go boy dance.
No hand animation is transferred yet. To do that you'd need to get the hand clench pose sliders in TSM1Phantom to drive the hand clench poses in your character. It's a relationship thing and if any one knows how to do that , I'd be glad to know.
For comparison, you can see how the original animation went by looking at "Gymnast", "Queazy", and "Dance" on my Animation Showdown Page.
These are all FK arm animations, but for some reason the arm motion on the backflip doesn't translate well at all.
Some things are not translatable. For instance, in TSM1 you can move the heel of a character's foot independently of the foot bone. There's no easy way to do that in AM2001. Some of these actions will appear very flat-footed as a result.
Thank you in advance for your feedback.