Iam trying to get the elven girl to move towards the templar but I cant do it
Heres a pick of the situation
http://social.biowar.../1315946/182203
the elven girl at the moment is facing anders, I need her to turn around to face the templar and run then attack them while holding up her blades to his neck, im finding this rather dificult if anyone can help I be very thankful
animation-need advice
Débuté par
Guest_Dalira Montanti_*
, févr. 01 2012 07:12
#1
Guest_Dalira Montanti_*
Posté 01 février 2012 - 07:12
Guest_Dalira Montanti_*
#2
Guest_Allacia_*
Posté 01 février 2012 - 07:23
Guest_Allacia_*
Have you downloaded the excel spreadsheet of animations from Beerfish's Excel Utilities Project yet? I find this spreadsheet very helpful in finding the types of animations you want. Sometimes you need to experiment a bit to find the animations that really go with the scene.
Modifié par Allacia, 01 février 2012 - 07:27 .
#3
Guest_Dalira Montanti_*
Posté 01 février 2012 - 10:14
Guest_Dalira Montanti_*
thank you so very much I jus downlaoded it Hopefully I can find some anis that work otherwise im stumped
#4
Posté 02 février 2012 - 05:10
Don't forget that sometimes movie magic can make it happen. I'm talking about camera cuts of course. If you get really frustrated, try cutting on the movement of your actors that way it can make even the most simply of movements possible. Sometimes you just have to let the viewer create the motions in their own head
#5
Posté 02 février 2012 - 05:11
*Forum Double Post Fail*<_<
Modifié par Lord Methrid, 02 février 2012 - 05:11 .
#6
Guest_Dalira Montanti_*
Posté 02 février 2012 - 11:59
Guest_Dalira Montanti_*
I will consider it but if the movie is going to work i need to make the animations as smooth as possible
#7
Posté 02 février 2012 - 02:06
There are turning animations in the toolset for 90 degree turns and 45 degree turns for right and left for your purposes. You can start with one of those, then combine the turn with a run animation and a layered hand up animation, combined and stretched at the point when the hand is raised, and lengthened to keep it in that position until she reaches the Templar.
I also recall an animation that causes the actor to actually turn at a slight angle and run, so if you can find that it may work as well. (perhaps one of the "army" anims)
In order to connect the moment when she stops running to the actual attack, you can cut to a new animation where she holds her hands up against his neck, but finding an appropriate disjointed hand up animation (with weapon attached/equipped of course) along with a cut to new shot angle to cover for the animation change as Lord Methrid explained.
The animations you need for your purposes do exist.
Keep in mind, when I say disjointed, you can look up the words disjointed in the excel sheet to find animations that are not combined with any bodily movement, but rather manipulate only certain portions of the body. This allows for more accuracy and less weight blending when appropriate.
There are also arm animations that may be disjointed that include "2arm" within the name.
There are complete attack animations as well. Those would be prefixed with a "cb" if I recall, I assume standing for "combat" as well as include "atk" within the name. 2h, would mean two handed weapon, 1h single weapon, and dw would be dual wielding.
I also recall an animation that causes the actor to actually turn at a slight angle and run, so if you can find that it may work as well. (perhaps one of the "army" anims)
In order to connect the moment when she stops running to the actual attack, you can cut to a new animation where she holds her hands up against his neck, but finding an appropriate disjointed hand up animation (with weapon attached/equipped of course) along with a cut to new shot angle to cover for the animation change as Lord Methrid explained.
The animations you need for your purposes do exist.
Keep in mind, when I say disjointed, you can look up the words disjointed in the excel sheet to find animations that are not combined with any bodily movement, but rather manipulate only certain portions of the body. This allows for more accuracy and less weight blending when appropriate.
There are also arm animations that may be disjointed that include "2arm" within the name.
There are complete attack animations as well. Those would be prefixed with a "cb" if I recall, I assume standing for "combat" as well as include "atk" within the name. 2h, would mean two handed weapon, 1h single weapon, and dw would be dual wielding.
Modifié par DahliaLynn, 02 février 2012 - 02:20 .





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