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Character Animations

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Lizard:

--- Quote from: Haraldx on November 25, 2011, 02:23:05 pm ---In my opinion very good for a first try!

--- End quote ---

Thanks, Haraldx! I appreciate it. :)
LagMaster, i could try that. Also, i think i post the animation as a spritesheet.

And oh, i could always improve it , Skejwen, so bear with me. I'm not as good as Karpov yet.  ;)

A little peek at my setup...

Karpov:
What I do to get a more natural motion is to move the keys closer to each other when I need a faster movement, like a fast sweep, and specially for gravity effects.
 I see you have 5 keys between each frame, you can try moving the frame with the extended leg closer to the previous one, like 1 or 2 frames, so that she raises her leg and then "whoosh!". I think this is most common problem you will face, because the software automatically calculates the frames inbetween and it looks too smooth for human movement. Another thing is that you should be aware of the leg that is standing on the floor, always keep it in the same place, even if the sprites seem to slide a bit.

Lizard:
Karpov, thanks for your advice.

Yeah, i had reduced the resolution to increase the speed, so there's no frames between bent lower leg and extended one. The original kick animation has this "swinging-at-enemy with-lower-leg", what looks rather slow and theatral, than a explosive release of power in someone's teeth.

The feet can kept on the ground by location constraints, but what about the moving parts? Also, how do you parent the bone of a weapon to the hand and do you delete it in a keyframe when it should be holstered?

For now, the change of speed is my main issue, which i solved my copypasting the poses from frame to frame (deleting the original with Alt+I) but i did take a look at the IPO curves, which and which parts of could be scaled. This feature promises more comfortable speed control for parts of the animation, and movement changes would be less of a mess.
It looks rather complicated, i'll post a result when i'm home.

Edit: here, a improved kick. The gif is somewhat sluggish, the original is twice as fast.


Also, a .3ds: http://www.mediafire.com/?aahocs7myb8p4u9

Karpov:
The Handle bones are not attached to the main skeleton, they need to be animated separately. In MAX there is something called Link Constraint, which allows me to make this bone "follow" another bone I select for the amount of frames I need. However, this is not related to the bone hierarchy, but to the Handle bone itself. If you can't link that bone to the hand without making it part of the main skeleton, I'm afraid you will have to animate it frame by frame and position it where it is suposed to go every time.

Good luck.

Jotisz:
Well in blender to carry stuff or give items to creatures I use empties. I'm parenting one to the hand and I parent the gun to an other empty these empties have a constraint that copies the location it works out well for animations also there is a way to link bones in a similar way.
Anyway whats the naming conversion of the bones I plan to make an armature for the mutie since he is more or less done.

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