Changing character positions
#1
Posté 13 décembre 2009 - 08:05
I am trying to have my character stay in one position for a few minutes, and then change position later on when he moves around. At the moment he is staying in the first position ok, but when I change his position later on in the scene, all of the scene reverts to that position, and I can't seem to get it so that he stays in one position for a certain amount of time, and then changes.
Any ideas?
DragonAge22
#2
Posté 14 décembre 2009 - 12:39
Is this a problem with the character in the cutscene or one of the cameras? What exactly are you trying to do? Unless you give the character any animations, or move him via physically moving him between keyframes he will stay where he is put.
#3
Posté 14 décembre 2009 - 10:28
Beerfish wrote...
You will have to be a bit more specific about what you are doing.
Is this a problem with the character in the cutscene or one of the cameras? What exactly are you trying to do? Unless you give the character any animations, or move him via physically moving him between keyframes he will stay where he is put.
This is a problem with a character not staying where he is put. For half of the cutscene he is sat down, and I have created keyframes at the beginning and end of this animation. For the other half I am trying to get him to stand up, but when I place him in the upright position, the first half of the cutscene also reverts to him standing up, instead of sitting down. I hope I explained it well enough this time
#4
Posté 14 décembre 2009 - 02:38
Put your sitting animation on the time line. Have another track have the standing up animation (you want to find one that goes from sitting to standing, not just standing up.) and link the two animations together via a transition to make them smootly go from sitting to standing.
Also, how many cameras do you have in this cutscene? Are you looking at the proper camera at the proper time?
#5
Posté 14 décembre 2009 - 04:20
Using two tracks with one animation in each, first a GAD animation walking forward then stopping, then a GAD animation turning 180 degrees and running. I get a jagged movement just between those two no matter how I move the tracks.
#6
Posté 14 décembre 2009 - 04:30
Ontop of that, with the transition the second animation begins with one frame where the character is in the default reset position (arms sticking out, legs spread, looking straight forward) before resuming the second animation.
#7
Posté 14 décembre 2009 - 04:31
#8
Posté 14 décembre 2009 - 04:31
Also a more advanced way is to use the curve editor to further smooth but this is a tad more complicated.
Start by overlapping them on two different tracks and using the transition and see how that looks.
#9
Posté 14 décembre 2009 - 04:32
Cromalic wrote...
Ok well figured out how to add a transition between two animations, but it doesn't seem to work correctly. Even with Ease in/out, it's a jagged movement.
Ontop of that, with the transition the second animation begins with one frame where the character is in the default reset position (arms sticking out, legs spread, looking straight forward) before resuming the second animation.
Drag the 2nd animation back so that it overlaps with the 1st. Don't be afraid to move it further back if you wish, just expereiment moving them until you get something that is smoother.
#10
Posté 14 décembre 2009 - 05:02
Animations (actor is a female elf):
- cs_f.looklef from frame 331 to 459
- mh.dg_tn_180_l_rn_5p from frame 435 to 509
I have made a transition between these two, so that an arrow points down from the first animation to the second one on the track beneath. I specified the transition to be Ease In / Out.
On frame 435 where the 2nd animation begins, the character changes suddenly to a default reset position with arms and legs spread looking straight ahead. On the next frame, 436, the characters starts the 2nd animation, but the position in this frame is also far off compared to the previous animation.
In other words, the only thing the transition seems to have done for me is make the character stand in the default reset position for one frame as the second animation begins. It's like this no matter how far I move the second animation into the first one.
Modifié par Cromalic, 14 décembre 2009 - 05:02 .
#11
Posté 14 décembre 2009 - 05:08
#12
Posté 14 décembre 2009 - 06:43
#13
Posté 14 décembre 2009 - 09:07
#14
Posté 14 décembre 2009 - 09:10
I have not been able to transition well from poses which is too bad because often you want the character to be in one of the nice poses and then change into an animation.
#15
Posté 14 décembre 2009 - 11:12
Cromalic wrote...
That's what I'm doing, but it doesn't seem to change anything no matter what I do.
Animations (actor is a female elf):
- cs_f.looklef from frame 331 to 459
- mh.dg_tn_180_l_rn_5p from frame 435 to 509
I have made a transition between these two, so that an arrow points down from the first animation to the second one on the track beneath. I specified the transition to be Ease In / Out.
On frame 435 where the 2nd animation begins, the character changes suddenly to a default reset position with arms and legs spread looking straight ahead. On the next frame, 436, the characters starts the 2nd animation, but the position in this frame is also far off compared to the previous animation.
In other words, the only thing the transition seems to have done for me is make the character stand in the default reset position for one frame as the second animation begins. It's like this no matter how far I move the second animation into the first one.
Try this other look left animation. I just tested it and it links up nicely with your 2nd animation. A good tip is to do a search of my animation spreadsheets for something like 'look' or 'left' so that you can see and make note of a number of possible animations that might work for waht you want to do.
mh.dg_lk_l
#16
Posté 15 décembre 2009 - 12:32
I did figure out quite a few things after some experimentation. Seems that having a pose animation going almost all the time helps to transition more smoothly between animations. You can also set a default pose for the character itself which also helps.
For example, setting the default pose of my character to female neutral helped me transition much smoother between several animations than I was otherwise able. And it seems if you do play another pose animation it overwrites the default selected, which works out nice. I'll experiment more with it now, but the bits and pieces with animation is coming together nicely at last.
#17
Posté 15 décembre 2009 - 12:34
#18
Posté 15 décembre 2009 - 12:52
Wrong thread...and88chp wrote...
hello! i also have the same problem with toolset...i've tried everything written in the wiki page...but it doesn't run!!it's very frustrating!I've tried also to uninstall msxml6r with the "windows install clean up" as is written in the wiki page...and,at the end of the toolset installation,appears that: "the windows installer service cannot update the system file C:\\\\windows\\\\system32\\\\msxml6r.dll because the file is protected by windows. you may need to update your operating system for this program to work corretly." Then I try to run the Dragonage toolset but it doesn't function and it always show me the same error "unable to connect tha database":-(!! Can someone help me???Thank you!!'cause the toolset was my first reason to buy the videogame...
Btw, seems like GAD doesn't work with the default walk/run animations, correct?
Such as mh_m.mov_rf and mh_m.mov_wf.
#19
Posté 12 février 2010 - 05:31
Cromalic wrote...
Btw, seems like GAD doesn't work with the default walk/run animations, correct?
Such as mh_m.mov_rf and mh_m.mov_wf.
Call me a maleficar all you like, but I have to second this. Has anyone actually gotten the normal run/walk animations to work with GAD? Am I just overlooking something?





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