Looking for a specific animation
#1
Posté 04 décembre 2009 - 07:50
I cant for the life of me find the animation that is like ordering or commanding troops forward. Or in the Ostagar battle when commanding the archers to fire or let the dogs loose. Something like holding an arm straight up (preferably with sword drawn) then pointing forward in a swing motion.
Is there anything like this?
#2
Posté 05 décembre 2009 - 12:02
and "*signal* reveals cs_archer.signals. Either of these might work for what you want.
#3
Posté 05 décembre 2009 - 12:30
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand
cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm
See if any of these are what you are looking for.
#4
Posté 06 décembre 2009 - 08:28
Geez Beerfish, you must have like the "Master" list to all things Dragon Age, the frustration factor in finding just a few things is driving me mad, mad I tell you!Beerfish wrote...
dg.gstpointf Point forward with right hand
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand
cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm
See if any of these are what you are looking for.
#5
Posté 06 décembre 2009 - 05:32
Aslend wrote...
Geez Beerfish, you must have like the "Master" list to all things Dragon Age, the frustration factor in finding just a few things is driving me mad, mad I tell you!Beerfish wrote...
dg.gstpointf Point forward with right hand
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand
cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm
See if any of these are what you are looking for.
Look for the project named 'Beerfish Excel utilities' and you can download the animation and fx spreadsheets I created. All I did above was copy and paste from the spreadsheets.
#6
Posté 06 décembre 2009 - 11:51
Meh go figure, you always did find the smooth way around a problem to get results, thanks, will go look at the Spread Sheet now.Beerfish wrote...
Aslend wrote...
Geez Beerfish, you must have like the "Master" list to all things Dragon Age, the frustration factor in finding just a few things is driving me mad, mad I tell you!Beerfish wrote...
dg.gstpointf Point forward with right hand
mh.dg_tk_pointing Points and gestures with left hand
mh.dg_tk_qk_pt Quick point with the right hand
mh.dg_tkpointing Points with left hand
cs_archer.signals Right hand up signals for archers to fire
cs_king.preintro_king Walk forward and stop, motion with right arm
See if any of these are what you are looking for.
Look for the project named 'Beerfish Excel utilities' and you can download the animation and fx spreadsheets I created. All I did above was copy and paste from the spreadsheets.
#7
Posté 07 décembre 2009 - 09:09
Define a character to use in the Object Inspector (Creature Rig) then select an animation from
the Animations list and press Space Bar to run and preview that animation.
#8
Posté 12 décembre 2009 - 04:48
#9
Posté 12 décembre 2009 - 05:30
1) Create two tracks with the same animation, Have the 2nd walk animation start before the 1st one ends, and give the 1st animation less weight. You will have to 'Transition' the two animations. (Do you know how to do that?) You will have to experiment with the length of the 2nd animation making it shorter if he is walking for too long.
2) Use the animation without GAD (just walking in place.) and loop if for as long as you need and then just manually move the actor via keyframes. You just have to experiment a bit with the walking speed of the actor to make it watch how fast you are manually moving him.
#10
Posté 12 décembre 2009 - 06:14
Edit: I don't think I know how this transition thing works...
Edit2: Ah, move the weight curves with the curve editor for a transition? Looks quite good... or is there a better way?
Modifié par AnTeevY, 12 décembre 2009 - 06:37 .
#11
Posté 12 décembre 2009 - 09:02
You will use a different animation than the walk 5 steps. Just use the 'walk' animation that will keep walking until you tell it to stop.
Edit: I don't think I know how this transition thing works...
Edit2: Ah, move the weight curves with the curve editor for a transition? Looks quite good... or is there a better way?
You can move the weight curves or what I did was just make sure the 2nd animation started well before the 1st one ended. To transition, you need to select both tracks and then right click so you can 'transition' between them.
Modifié par Beerfish, 13 décembre 2009 - 07:07 .
#12
Posté 13 décembre 2009 - 10:46
#13
Posté 07 janvier 2010 - 06:21
#14
Posté 09 janvier 2010 - 04:23
#15
Posté 10 janvier 2010 - 02:49
#16
Posté 30 avril 2010 - 11:32
#17
Posté 30 avril 2010 - 02:23
#18
Guest_werwulf222_*
Posté 18 juillet 2010 - 11:09
Guest_werwulf222_*
EDIT: And Beerfish, since you're already a part of this thread, thanks very much for making your animation spreadsheet available to the community. I am certain it has saved many modders countless hours, especially newbies such as myself.
Thanks again.
Modifié par werwulf222, 18 juillet 2010 - 11:56 .





Retour en haut






