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Motion FX objects represent the motion assets in your project. They are the foundation for the motion structures within the Actor-Mixer Hierarchy and can be grouped into containers and Actor-Mixers. Like sound objects, they contain sources that are either linked to media files or use signal generator plug-ins. A series of properties and behaviors exist for motion objects allowing you to create realistic and timely feedback for the game player.
You can create any number of Motion FX objects in the Actor-Mixer Hierarchy and then use Containers and Actor-Mixers to build the motion structure that your project requires. Motion FX objects can be created in two ways:
Manually - By creating a Motion FX object in the Actor-Mixer Hierarchy.
Automatically - By importing a media file as a source of a Motion FX object.
To create Motion FX objects:
In the Audio tab of the Project Explorer, right-click the Work Unit in which you want to create a Motion FX object.
From the shortcut menu, select New Child > Motion FX.
The new Motion FX object is added to the Actor-Mixer Hierarchy.
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The first time you create a Motion FX object, a message box is displayed prompting you to enable a motion devices for your project. The Motion FX object will be created regardless, but you won't be able to create any sources until a motion device is enabled. For more information on enabling motion devices, refer to Enabling the Motion Devices for Your Project. |
Replace the default name with one that best represents the object.
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The following characters may not be used when naming Motion FX objects in Wwise: ':<>%*?/\|.' |
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