Hi people,
to have fighting in cutscenes, my feeling is, that you have to animate every attack and reaction of the combatans, am I right?
Or is there a nice way of having people fight?
Thanks... also I have a guys performing theOgre-Deathblow Animation turning around 180deg. anyone knwoing why?
Thanks
Olaf
Fighting in cutscenes
Débuté par
schmidt2b
, mai 04 2010 02:05
#1
Posté 04 mai 2010 - 02:05
#2
Posté 04 mai 2010 - 03:49
It could be the spinning thing, like described/resolved here: http://social.biowar...6/index/2370662schmidt2b wrote...
also I have a guys performing theOgre-Deathblow Animation turning around 180deg. anyone knwoing why?
#3
Posté 04 mai 2010 - 04:02
I think what he is talking about is some animations start with the actor facing a different direction... For example, you pick a running animation, and then follow it up with an attack animation, and the attack animation will start with the character facing backwards instead of keeping the same direction that the running animation ended in. This happens even with the 'keep GAD orientation' option enabled (or whatever its called, dont have the toolset in front of me).
I've had this problem when testing cutscenes and it's fixable by rotating the actor during the transition between the two animations, but its really annoying.
I've had this problem when testing cutscenes and it's fixable by rotating the actor during the transition between the two animations, but its really annoying.
Modifié par Kilrogg_, 04 mai 2010 - 04:02 .
#4
Posté 04 mai 2010 - 04:06
Ahh. hmm not sure then, i don't have Toolset running to check but i think using the "separate GAD" command on the animations to convert the offsets to explicit keyframe generally allowed me to handle that, or at least made stringing multiple animations in a scene easier.
#5
Posté 05 mai 2010 - 08:23
Thanks for the reply people.
I will try that seperate GAD thing.
The answer for my other question is "YES" I am afraid (therefore I have to animate the whole fight, every hit, slash, kill, bloodsplatter etc... there is no state "these two are fighting, after 5 seconds combatant a is winning"?
Cheers
Olaf
I will try that seperate GAD thing.
The answer for my other question is "YES" I am afraid (therefore I have to animate the whole fight, every hit, slash, kill, bloodsplatter etc... there is no state "these two are fighting, after 5 seconds combatant a is winning"?
Cheers
Olaf
#6
Posté 05 mai 2010 - 01:59
Don't think so unfortunately.
It sounds like more work than it actually is though. Once you get used to the cutscene editor and you start learning which animations are which (thats going to be the biggest time sink since they have such helpful names~_~) its pretty quick.
It sounds like more work than it actually is though. Once you get used to the cutscene editor and you start learning which animations are which (thats going to be the biggest time sink since they have such helpful names~_~) its pretty quick.
#7
Posté 05 mai 2010 - 02:19
Yup, being able to copy& paste multiple animations and/or multiple tracks can speed things up tremendously, too.





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