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Too quick cutscene


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#1
ladyofpayne

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I did too quick cutsece really, I can't inderstand what's going on and it already finished. Is there opprotunity to made it slower or not? 

#2
Yara C.

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Well, I am not certain if I get what´s going on.

But if you want to know if you can reduce the speed of an animation - yes, that´s possible. You can set a lower value than 1 for the speed in the object inspector. The same is valid for poses. 

If you should have used a non-gad animation like cmov.walkf - than you can loop the movement animation like Sunjammer has explained before and move the interim and the final position keys further to the right on the timeline until the animation looks more natural.

#3
ladyofpayne

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Ok and how about reduce speed of camera? It is possible?

#4
Yara C.

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The same principle: move the key frames for the camera on the timeline. Get an impression on how to work with key frames for a camera with this tutorial video.

#5
ladyofpayne

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Is there something about snap to Walkmesh that I should know?

Modifié par ladyofpayne, 02 mars 2012 - 08:35 .


#6
ladyofpayne

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Another problem- Char must to on foot in level road but he is slides on one leg on the road neaer the end. Why?
For Walk I get GAD and Walksmesh and end key.

Modifié par ladyofpayne, 02 mars 2012 - 09:00 .


#7
Yara C.

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ladyofpayne wrote...

Is there something about snap to Walkmesh that I should know?


Recommendable for exterior areas. With 'snap to walkmesh' the actor will follow the unevenness of the terrain. Without 'snap to walkmesh' you would soon risk the impression as if the feet are sunken in the terrain.

ladyofpayne wrote...

Another problem- Char must to on foot in level road but he is slides on one leg on the road neaer the end. Why?
For Walk I get GAD and Walksmesh and end key.


The actor slides because the natural flow of the movement is disturbed in a certain manner. I can only assume potential causes. 
Have you keyed the start point as well? Meaning you would have forced the actor to cover a distance which doesn´t fit to the natural flow of the animation. Either use a key for the start point or use a key for the final position. But not both.

Or try another animation. If the final position is most important, you could -for example- use mh.dg_f_5p_ng instead of mh.dg_f_5p. Means the movement starts 5 paces back. The key at the beginning of the animation refers then to the final position.

You have to figure out what interrupts the natural flow of your animation. I dunno.

#8
ladyofpayne

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Thank you.