SO something real simple, or should be simple... I want a character to walk across the screen. It seems that all the animations are something like walk 5 steps, walk 7 steps, etc... I don't know how many steps it is from the point I want the character to walk from, to the point where I want him to walk to. Preferably, I'd like to drop some waypoints (or points of some kind) and have him walk the entire path, but I also want yo use GAD so he conforms to the ground he's walking on, and actually walks.
So how does one set something like this up?
I see there is a animation called mh_m.move_wf, just a walking forward animation, but it's a really really short animation. If I turn Infinite on, I can't use GAD. If I don't use GAD, I have to actually position him up and down for hills, stairs, etc... Plus I don't know if you can even end an Infinite looping animation.
COnfused about walking and the GAD
Débuté par
Pompeii69
, juin 28 2011 04:48
#1
Posté 28 juin 2011 - 04:48
#2
Posté 28 juin 2011 - 09:36
I personally prefer the 5p animations or the designer animations for walking from point to point, and connecting them either by blending or cutting to another camera at the time of connection, since GAD is very accurate with distance cover. In order to have them walk in a particular direction or slightly change direction I add orientation keys linked as bezier (if there is no camera cut) so that they naturally turn in the direction desired.
The *move animations do not have GAD associated with them and you must key them manually from point to point. You also do not have to loop them infinitely as you can click and drag the small circle at the edge of the animation bar in the timeline to the right, causing it to loop as long as you like.
If there is no loop function associated with an animation then you can use two tracks, duplicate and add them, and manually connect them with transitions for the length of time desired.
Also when you have minor terrain changes on the surface you can also use "snap to walkmesh" which will help the actor stay on the ground (and not below or above it)
The *move animations do not have GAD associated with them and you must key them manually from point to point. You also do not have to loop them infinitely as you can click and drag the small circle at the edge of the animation bar in the timeline to the right, causing it to loop as long as you like.
If there is no loop function associated with an animation then you can use two tracks, duplicate and add them, and manually connect them with transitions for the length of time desired.
Also when you have minor terrain changes on the surface you can also use "snap to walkmesh" which will help the actor stay on the ground (and not below or above it)
Modifié par DahliaLynn, 28 juin 2011 - 09:46 .
#3
Posté 28 juin 2011 - 02:14
Further to what DL said if you do use the walk forward with no GAD animations and put in manual keys you will often find that the speed of the walking animation will not match the distance you are having your actor travel. You can drag the animation length longer or shorter to speed up or slow down the walking animation so that it fits with the distance your actor is traveling.





Retour en haut






