Gimmick is one of few ways to animate your scene.
The advantage of gimmick is you dont play with something like keyframe as in Timeline and VNGE's ClipMan.
You only need to spawn your choice of gimmick (piston, joint, rotator, shaker etc) and pair the moving nodes using NodeConstraint or just simple make it as parent of another object and set the animation speed and/or variation in Animation menu for the earlier released one. Or just spawn it then try opening Item+ window from your right sidebar (This menu is essential as most hooh's item use it).
Piston for straight movement.
Joint for curving movement.
Rotator for rotation.
Shaker for giving an item vibration properties.
But not all gimmick are as straightforward as 4 types I mentioned above.
I really like to use Drag Tracker and IK Anchor.
Drag Tracker used for something like delayer, dampener or just to give a physic properties. You pair the parent node to the moving part, then the child node will follow behind but at slower pace. Very nice to use in
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IK Anchor is convenient for animating bcs it gives you a direct access of most core bones for animating character e.g. Torso (Neck02), Hips (Hips), Waist (Kosi02), Hands and Legs. So you just need to use these items for animating instead using IK dataset.
Hijack Neck and Hijack Look for overriding the direction of neck and eyes.
There are alot of them, so you can try them one by one.
If you dont know how it supposed to works, try read the guide at
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