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hen creating animations, you should be very careful what you do with the FloorRef. When walking or running, the character should stay at a constant height from the FloorRef object. When jumping, the Character should increase it’s distance from the FloorRef object to give the appearance of translation away from the floor. Characters should ALSO have a “stationary root” that only moves relative to the floor reference (e.g. for walking, jumping etc.) but that does not move constantly (i.e. in an idle animation the root should not move). This is very important if you wish to use your Characters with the Virtools Mulituser Pack, or the dead reckoning algorithm used for predicting distributed objects will not work correctly.
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During this tutorial you will be creating a low resolution ‘stand-in’ model of the reovirus sigma 1 protein (the tentacle-like trimeric protein that extends out of the virus’ turrets). The 3 monomers are thought to be in a flexible conformation during the early phases of the viral life cycle – once the surface of the virus loses its sigma3 coating (upon cleavage by chymotrypsin in the gut lumen), the sigma1 trimer transitions to a coiled-coil conformation and rigidifies. Therefore, we would like to animate each monomer as a flexible/trembling arm initially, and then have it erect and coil as a triple helix (with the other 2 rigid monomers).
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