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How do I make animations return to the character's normal stance properly?


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#1
FergusM

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Most of the animations I have characters do in cutscenes have noticeable jumps in position at the beginning and end. How do I make these transitions smoother?

 I notice that some animations are 'loops'; they have an 'enter loop' animation, a 'maintain loop' animation and an 'exit loop' animation. The problem is, if I put these all together, I STILL get jumps on entering the first animation and leaving the last one. For example, fh.dg_noble (en, lp, ex) gives me this.

Even fairly basic walking/turning animations have this problem. mh.dg_tn_90_l_5p or mh.dg_tn_180_l both have noticeable jumps at the end (although not so much at the beginning). 

I have tried changing the default pose for the actor, adjusting the 'keyable' weights, changing the time between animations, changing the speed of animations, adding transitions between animations but nothing seems to solve this problem. I've looked at the singleplayer cutscenes and I don't understand why I have this problem and they don't. I can't see a big difference in how I'm using animations.

#2
FergusM

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By the way, this isn't a GAD thing either. I'm not talking about them rubber banding back to their starting position, just the model instantly shifting from one position to another in a very jarring fashion.

#3
FergusM

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On further examination, it works fine if using transitions between animations. But as soon as I have no animations for that actor, they visibly 'snap' to the default pose rather than doing a smooth transition, and I can't figure out how to change this. I've tried no pose and standing neutral.

#4
Beerfish

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Just pick an animation to use at the end rather than having no animation to end the cutscene perhaps? Also supposidely you can transition to a pose from an animation fi you play with the weights of the animations and poses.

#5
EricHVela

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What I've done so far is to split an animation near the end, drag the end of that last section out and blend it down. This doesn't always look good, so the alternative is to find something else to look at if that animation still seems clumsy. Sometimes, zooming closer to the face from a side angle will help disguise tricky bodily animation.

#6
Zhash

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I solved this by using the curve tool to ramp down the weight of the animation from 100 to 0. Insert a key frame near the end and set the weight at the end of the animation to zero. As poster above mentions, this could possibly still look clumsy, but often blends nicely if the pose and animation are not too distinct.