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	<title>WorldViz Knowledge Base &#187; Animation</title>
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		<title>Inspector: Toggling Animation Auto-Start</title>
		<link>http://kb.worldviz.com/articles/3438?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=toggling-animation-auto-starting-in-inspector</link>
		<comments>http://kb.worldviz.com/articles/3438#comments</comments>
		<pubDate>Wed, 13 Jul 2022 22:08:07 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Inspector]]></category>

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		<description><![CDATA["Autoplaying" means that an animation will play as soon as the model is loaded, instead of waiting to be triggered by python code. This tutorial shows how to toggle the autoplaying of animations within Inspector. Open Inspector, either from the Start Menu or from your Vizard install directory's bin folder. e.g. C:\Program Files\WorldViz\Vizard7\bin First you'll [&#8230;]]]></description>
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		<title>Lip Syncing with Fuse/Mixamo Avatars</title>
		<link>http://kb.worldviz.com/articles/3176?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lip-syncing-with-fusemixamo-avatars</link>
		<comments>http://kb.worldviz.com/articles/3176#comments</comments>
		<pubDate>Fri, 15 Feb 2019 17:55:45 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Avatars]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3176</guid>
		<description><![CDATA[Programs Needed: Fuse (available for free if you have a Creative Cloud membership, or on Steam) 3DSMax Cal3D Exporter (available to download from the WorldViz website) 1. Create your model in Fuse &#160; 2. Go to “File- Animate with Mixamo” or click on “Send to Mixamo” &#160; 3. Make sure “Facial Blend Shapes” is enabled and click [&#8230;]]]></description>
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		<title>Controlling Imported Animantions</title>
		<link>http://kb.worldviz.com/articles/2087?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=controlling-imported-animantions</link>
		<comments>http://kb.worldviz.com/articles/2087#comments</comments>
		<pubDate>Wed, 05 Oct 2016 07:35:17 +0000</pubDate>
		<dc:creator><![CDATA[jeff]]></dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Scripts]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[vizard]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2087</guid>
		<description><![CDATA[The following types of animations can be exported with OSG models from 3ds Max and played in Vizard: Transform:  Animations based on translation, rotation, and scale UV: Animations based on changing texture coordinates OSG sequence: Mesh animations that cycle through a series of saved meshes, one for each frame Open the model in Inspector to [&#8230;]]]></description>
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