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  1. #41
    I think in all that armor he would have a more pronounced contact point (recoil position), where his weight comes off his back foot and down on to the front one. My own animations skills are far from perfect, but I try to give the character some weight, to make them more believable.

    My characters have a "hook" bone which attaches to the hips, this is the bone I use for moving the center of mass, it goes up and down as you walk, and sometimes from side to side (depending on how sexy you want your walk to be).

    There's a lot of good animation tutorials out there, I suggest making like 5 or 6 animations and then choosing the best one. With animation, as with anything, the more you do it, the better you'll get.



  2. #42
    Member JustinBarrett's Avatar
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    I gotcha, I can add a weighty feel letting the body drop more when it comes in cantact with the ground...and then before it raises drop the arms and shouldres a bit to give that weighty feel with the plate...the thing is I am trying to limit the number of animations and use them on all sorts of other meshes....doing it this way it would look really odd to have him wearing very heavy cloth

    You do have a valid point, I just do not have that kind of time to add separate animations for each armor...I already need to do it for each weapon type....

    on a side note..
    I do have many more animations done..straffing and jumping...mostly movement, but I still need to do a lot...and then switch it all to FK..because as stated earlier in the thread(and probably other places) IK is quite slow in the engine....as well as alpha transparent shadows...which I am trying to work through those as well....trying to find a balance between vertex count an non alpha foliage.

    but all this aside, I need to get my particle system up and running, and I am knee deep in that...my ide is open on my other monitor as I am typing this.
    "The crows seem to be calling my name." Thought Kaw.
    Project Valiant



  3. #43
    These days I make all my animations in one strip. So frame 0-20 is default, 21-40 is walk, 41-60 is armored walk etc...
    Then I use python .playAction() to set the right range of frames and playback speed. It saves a lot of developmdnt time and making similar actions is just a case of copy/paste some keyframes and tweak their positions.

    It's also super easy to bake the whole action to FK just before exporting the game to give players a little speed boost.

    Another trick is to use that one animation but customize some armatures for different characters. The can all share the same animation and you delete any extra bones, like wings or tails which aren't needed. This reduces lag when animating as all the extra bones just waste processing time.
    When animating only bones that exist are animated, other keyframes are discarded without error.



  4. #44
    Member JustinBarrett's Avatar
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    Originally Posted by Smoking_mirror View Post
    These days I make all my animations in one strip. So frame 0-20 is default, 21-40 is walk, 41-60 is armored walk etc...
    Then I use python .playAction() to set the right range of frames and playback speed. It saves a lot of developmdnt time and making similar actions is just a case of copy/paste some keyframes and tweak their positions.

    It's also super easy to bake the whole action to FK just before exporting the game to give players a little speed boost.

    Another trick is to use that one animation but customize some armatures for different characters. The can all share the same animation and you delete any extra bones, like wings or tails which aren't needed. This reduces lag when animating as all the extra bones just waste processing time.
    When animating only bones that exist are animated, other keyframes are discarded without error.
    I used to do one strip of anim, but that was when I needed to export to an external engine....I really see no use for it now. I just grab the first frame from what I assume is the previous animation and start with that as the base for the next animation...e.g. last run frame = first jump frame...something like that....but jump is it's own anim entirely controlled by distance to ground ratio....otherwise the player loops while in the air....I started like that...it was quite humorous.

    and I do plan on getting rid of excess bones...all part of the ik>fk switch....the base rig will never be changed though...just the exported rigs.

    on a side note I have been working on my particles and particle script...part way through I decided it was better in some conditions to just use the bricks for particles, but in other cases I use vertex emission(emitting from verticies)...this can be done in any order or specific verts...or even random verts on any mesh object..this uses no bricks aside from attaching the script to a mesh and the mesh must have faces(can be invisible)..I have been trying to get a decent screen shot..but something in my linux distro, or my graphics card gives me isssues....
    I have been trying for an hour and just decided I would show the distorted screen shot anyway...I would love to find a 'switch case' type of usage in python...instead of if, elif, elif...but I'll live until I learn more python.

    (left) basic fire (middle)emit from verticies (back right)fire ball with trail and random velocity...hard to make out...sorry.
    (ignore the to-do note in the top far right...did not update it this week )
    particles.jpg
    also, the middle emitter is just using a base particle with random colors assigned.
    "The crows seem to be calling my name." Thought Kaw.
    Project Valiant



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