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Dumb Animation Looping Question


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12 réponses à ce sujet

#1
BloodsongVengeance

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heyas;

   this is dumb, but it's been driving me nuts the past week.  some animations loop, and you loop them by dragging the loop icon near the end of the animation out, to create several repeats of the loop.  right.  didn't that USED TO work by looping *only* the loopable part of the animation?  because lately when i've been doing it that way, the WHOLE animation loops.

  for example, a turn and walk animation.  if it has a loop handle on it, i expect the walking part to loop. but no, i get a turn, walk, turn, walk, turn, walk....!   in the smile face animation.... it goes from neutral to smile.  when i extend the loop part, i EXPECT it to keep the smile in place.  but no, it goes start, smile, stop/start, smile, stop/start, smile.  ITS DRIVING ME NUTS, because i SWEAR, it used to work right!!!

  has anybody else noticed this???  its making that little loop icon TOTALLY USELESS!!! 

#2
DahliaLynn

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I'll try my hand at answering this...(and it may be a dumb answer)  can you try splitting the animation completely to the point where you want only the split part to loop?(unless you've done that already)

Modifié par DahliaLynn, 18 septembre 2010 - 06:53 .


#3
Beerfish

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You loop animations that have one action such as walking. If you just want to loop the walking part, you have your turn and and walk and then transition into just a walk and loop that. (Or you could do as Dahlia suggest and split the animation and just put loop on the 2nd section. I've never tried that but I bet it will work.)

#4
BloodsongVengeance

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heyas;



if i split it, the loop icon disappears. i'm *pretty* sure the loop icon only appears on animations that are meant to be looped, and i *thought* they had a definition of where to loop from.



for example... you know that move zevran does in the party picker? where he moves his left hand, then goes into a hand-on-hip stance? when i drag the loop icon out from that, it works right. (or it did, when i did my intro/outro cutscene.) he stands in the stance for as long as you have the loops drawn out. he doesn't keep going back to the beginning of the motion each time. the cross-arms animation i used in that scene also did that.



okay, i'm just going to guess that some animations have proper loop definitions (like those), but a lot don't.



and yeah, i tried the clip-off-the-loop part and just paste a bunch of repeats to loop, but getting it cut in the right spot to avoid jitters is a real pain.

#5
Beerfish

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Well some animations have suffixes such as en, ex and lp. lp ones hold the post or action. (the others enter or exit.) Looping is just what it suggests in my mind, it will repeat the animation as long as you want to loop it. In most cases you should simply be able to use the animation you want then add the next animation with the part you want looped. (As in use the turn around and walk animation and then just add a walk animation afterwards and loop that.)



Have you played around with start and end offset at all?

#6
DahliaLynn

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I'll tell you something that I've noticed regarding this issue. When you click on an animation, in the object inspector you will see an option called "infinite". when that is activated and set as true,  it will loop forever as long as you don't have anything following on that particular track.
What I've noticed, is that not all animations have that infinite option active ("settable"), which may prove your theory correct.

Modifié par DahliaLynn, 20 septembre 2010 - 11:29 .


#7
BloodsongVengeance

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heyas;



beerfish, i've seen the enter/loop/exit sets... but those aren't the ones i'm talking about here. i can get the names later, when i can work in my cutscenes module -- of the ones that work 'right,' i mean. if you wan't to look at them.



dahlia, i never really looked at that setting. i have noticed that sometimes the actor doesn't go back into a default stance or his pose after some animations 'end.' i'll have to look at that. (of course, the fool actors are always popping into 'store mannequin' stance *between* animations when i dont want them to! :P )


#8
DahliaLynn

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Ahh, usually when I show certain animations, I always try to combine them with a chosen "idle" anim. This way the transition is smooth. Unless they completely disappear from view, I try to keep them constantly animated. BTW, as opposed to you, I have only accidentally used that little looping icon, and only use the one in the object inspector. How do you get the looping icon to work?


#9
Beerfish

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Myself as well Dahlia, the only time I leave an actor without an animation is if they are off camera.

#10
BloodsongVengeance

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heyas;



using the looping icon isn't too hard. you know how you grab the little black handle at the end of the animation to drag it out and lengthen it? well, instead of grabbing the little black handle, you reach a bit to the left and click the loop icon, and drag that, instead. if you see lighter grey chunks of the animation slab pulling out, you got it.



do you use poses for your idle animations? i've been trying to stay away from poses, as i understand they can cause some strange problems.


#11
DahliaLynn

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Ahh that explains why I've used the loop by mistake :)

I never use poses unless the transition to animation is off camera. Poses don't have good transitions to added animations in my experience. --Although, I have never explored the transition delay option in the pose fields, which could help.

#12
Beerfish

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There are decent idle type of animations that do very little except have the actor stand there but not stand stiff as if they have no animation.

#13
BloodsongVengeance

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okay, i'm an idiot.



the animations i were using were...

mh.po_af -- pose arm fold (goes into arm fold from arms down, and loops entire motion)

&

mh.po_tw_f2 -- pose... twiddle? dunno. this is standing around, arms folded



and



me_p.pp_zev_en -- zevran's pick me! enter

&

me_p.pp_zev_lp -- zevran's pick me! loop



there were, in fact, no magically formatted animations that looped from the middle. sorry.