Hi all,
I have 2 questions and would appreciate any input!!
1.
In the cutscene editor, when I have an actor in an animation(180 turn),
after the animation completes it "skips" to the pose and it is very
unsmooth. Gad = true, extend gad = true, apply rotation to future gads =
true Pose remains in place after turn, but with a small skip to
neutral. --I want it smooth! Actor is keyed at origin, and all are
snapped to walkmesh.
Any Ideas?
2. When you have two actors,
hf and hm, using one of the synchronized kissing scenes, do you know if
there is a way to align them together as the original animator
intended? (without playing with position for 3 hours!!!)
THANKS!
All help is appreciated:blink:
Animation "Skipping" to pose, and Syncronization -Please help!
Débuté par
DahliaLynn
, mai 24 2010 01:51
#1
Posté 24 mai 2010 - 01:51
#2
Posté 24 mai 2010 - 02:06
oh, and pose is "standing neutral" if that means anything.
#3
Posté 24 mai 2010 - 03:20
Look at this thread a bit down the this forum for info on your 1st question.
http://social.biowar...6/index/2611219
As far as I know you have to align them manually, I could be wrong though.
http://social.biowar...6/index/2611219
As far as I know you have to align them manually, I could be wrong though.
#4
Posté 24 mai 2010 - 03:48
Thanks, I checked key framing, weight, and transition, yet right after the animation stops (180 degree turn) actor now snaps to forward position...(same time it previously snapped at change to pose...
any ideas?
any ideas?
#5
Posté 24 mai 2010 - 04:02
Also, regarding question 2, perhaps something to do with alignment in the wireframe? some kind of guide somewhere? alignment point? pathfinding patch? secret animators insider code emplanted in some view?
#6
Posté 24 mai 2010 - 05:04
Ok I started playing with pose speeds bringing them up and down, then ended up reverting to 0, and all of a sudden it worked. no more skipping.But I highly doubt that is the cause of the problem (I still don't know the cause since pose was originally set to zero. ) The program itself doesnt seem to update changes in all aspects of changes needed ....sadly and happily I can say it works now, but I still don't know why
Thanks beerfish..now the actor synchronization thing is panging at me...
Thanks beerfish..now the actor synchronization thing is panging at me...
#7
Posté 25 mai 2010 - 12:47
Update: the problem was not fixed! Pose was set to zero.. which I hadn't noticed consciously. meaning I can't cut out of animation to pose without having a skip. If anyone knows anything about this matter..I would appreciate input..I would prefer not to have lifeless actors when they are not animated and want to avoid the "skipping" to pose if possible.
Sigh..
#8
Posté 25 mai 2010 - 01:24
Try using an animation transition:
1) Put your two animations on two separate tracks (the 180 turn on one track, the pose on the other)
2) Select both animations using ctrl+click
3) Press X (or right click and select Add Transition). A little blue triangle will appear
4) Adjust the transition speed by making the two animations overlap more or less.
It's not perfect but it should take care of your problem.
EDIT: Nevermind it seems you already tried that.
What are the exact names of the two animations youre using?
I just tried the transition method using mh.dg_tn_180_r or mov.walkf transitioning into mh.po_ac and as long as I make the two animations overlap, there is no 'snap' whatsoever
There's no reason a transition shouldn't work for you.
1) Put your two animations on two separate tracks (the 180 turn on one track, the pose on the other)
2) Select both animations using ctrl+click
3) Press X (or right click and select Add Transition). A little blue triangle will appear
4) Adjust the transition speed by making the two animations overlap more or less.
It's not perfect but it should take care of your problem.
EDIT: Nevermind it seems you already tried that.
What are the exact names of the two animations youre using?
I just tried the transition method using mh.dg_tn_180_r or mov.walkf transitioning into mh.po_ac and as long as I make the two animations overlap, there is no 'snap' whatsoever
There's no reason a transition shouldn't work for you.
Modifié par Kilrogg_, 25 mai 2010 - 01:31 .
#9
Posté 25 mai 2010 - 01:36
I cannot savely say what the problem is. If you have problem at a transition, try to overlap both animations on seperate tracks. Make it so that always an animation plays. Ive had problems when i stuck 2 animations on the same track like that, that the transition wasnt smooth. Doesnt always happen but can happen.
And if you have any additive animation, make sure a normal Animation is running at the same time.
Edit, yea if you post your animations, we could look into it.
About your 2nd problem, you could perhaps be getting gmax and fix the animations there using my import export, and make them both use the same spot. Where you could also change individual bones, until it fits.
And if you have any additive animation, make sure a normal Animation is running at the same time.
Edit, yea if you post your animations, we could look into it.
About your 2nd problem, you could perhaps be getting gmax and fix the animations there using my import export, and make them both use the same spot. Where you could also change individual bones, until it fits.
Modifié par Eshme, 25 mai 2010 - 01:38 .
#10
Posté 25 mai 2010 - 02:23
I may be incorrect but I believe the original poster was using a 'pose' that you can set under the creatures properties in the cutscene. Not using two full animations. The pose that is set on the creature does not show up on the time line thus you cannot overlap and transition.
I would assume that you would only use 'poses' in the creatures properties for creatures that you are not going to add any other animations for but rather use one of the 'pose' animations inserted along the timeline instead.
I would assume that you would only use 'poses' in the creatures properties for creatures that you are not going to add any other animations for but rather use one of the 'pose' animations inserted along the timeline instead.
#11
Posté 25 mai 2010 - 02:45
Beerfish wrote...
I may be incorrect but I believe the original poster was using a 'pose' that you can set under the creatures properties in the cutscene. Not using two full animations. The pose that is set on the creature does not show up on the time line thus you cannot overlap and transition.
I would assume that you would only use 'poses' in the creatures properties for creatures that you are not going to add any other animations for but rather use one of the 'pose' animations inserted along the timeline instead.
Yes that is correct beerfish. The pose I am talking about is the character feature..
I seriously have a feeling that they never intended for characters to have the "pose" trait in cutscene animation. I just found "standing idle"
cs_male.stand_idle2
for use in cutscenes. is it possible that they have omitted poses for cutscene animation ? (to eliminate the problem I speak of? ) As if perhaps they want an actor to constantly have some animation played or looped in a cs?
#12
Posté 25 mai 2010 - 03:01
Well I think they wanted to have those poses set on the characters for background characters in cutscenes so they won't just stand there. I think that you can access the majority of the poses via the animations though and you can loop or extend them to the lengths you want and then transition as mentioned above. Have you been able to transition between two animations with success?
#13
Posté 25 mai 2010 - 03:06
Yes transitioning between two animations is not a problem. I will probably have to just add an idle animation for the moments there are no special movements . Thanks for your help ! Learned not to use poses for actively animated actors





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