Are there any? The only looping run or walk animations I found (such as mov.runf or mov.walkf) do not seem to have GAD in them, so I'd have to manually move the actors which I would prefer not doing since getting it right can be difficult.
I'd specifically need a looping run animation (more than a walking one).
Thanks
Looping run/walk animations with GAD
Débuté par
Kilrogg_
, juin 02 2010 01:50
#1
Posté 02 juin 2010 - 01:50
#2
Posté 02 juin 2010 - 03:27
That could be something you can create with my exporter with gmax.
You would import any running animation. Then it depends you need to try. You could reduce the animation range ,so the model is in equal shape at the beginning as the end, and export with setting "continue from current position" and GAD. Need to try this if it gives good results. Its a automatic algoritm that can be unpredictable.
Or you could manually move the models position at loop start via moving GOB ,so you can define it walk perfectly straight from WorldCenter. And export with setting "from WorldCenter". You need to try if this works well for the case.
You can additionally cut/paste keyframes ,fix glitches on the loop transition or so. Or completely change to fit your special needs, depends on ur experience.
You would import any running animation. Then it depends you need to try. You could reduce the animation range ,so the model is in equal shape at the beginning as the end, and export with setting "continue from current position" and GAD. Need to try this if it gives good results. Its a automatic algoritm that can be unpredictable.
Or you could manually move the models position at loop start via moving GOB ,so you can define it walk perfectly straight from WorldCenter. And export with setting "from WorldCenter". You need to try if this works well for the case.
You can additionally cut/paste keyframes ,fix glitches on the loop transition or so. Or completely change to fit your special needs, depends on ur experience.
#3
Posté 02 juin 2010 - 03:43
Or you can just take mov.runf, and animate "Root" in a straight line from sideview and frame by frame. This way u already have a nice looping condition, just need the movement.
#4
Posté 02 juin 2010 - 03:44
I had the hair brained scheme of looping a GAd walk animation then splitting it to get rid of the stop and start but that did not work.
Have you used 'Movement Link Ratio' for the non GAD animations? I haven't tested that to any extent but one of the BioWare guys indicated that was the way to make the animation speed sync with the distance moved.
Have you used 'Movement Link Ratio' for the non GAD animations? I haven't tested that to any extent but one of the BioWare guys indicated that was the way to make the animation speed sync with the distance moved.
#5
Posté 02 juin 2010 - 08:10
Set a position/orientation keyframe for the character you wish to move. GAD then uses this as a "starting point". It's not necessary, but without it, you can encounter weird stuff later on. Setting it is never a bad idea.
Okay, set the animation as "mh.dg_f_r_5p_en" or "cs_male.run_02" (for example) and enable GAD. And don't forget to loop the animation. This should give you the result you want.
Okay, set the animation as "mh.dg_f_r_5p_en" or "cs_male.run_02" (for example) and enable GAD. And don't forget to loop the animation. This should give you the result you want.
Modifié par AfterDune, 02 juin 2010 - 08:11 .





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