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Spinning around in circles - the wrong way!


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#1
Qutayba

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I'm having a weird animation issue.  I want to have a wolf turn around 180 degrees and walk (c_dog.dg_tn_180_r_5p).  Now, this is just the animation, and you have to add key positions during the animation to make it look right and actually have him turn and move forward.  So during the turn I've put in keys at about every 45 degrees to the right during the turn animation.  It works perfectly for the first 135 degrees, then for the last bit, the actor swivels 360 degrees to the LEFT, ending up in the proper position, but getting there by going the wrong direction.  I've tried smaller and smaller increments, and it always works fine until the last key marker, which spins the poor thing around so fast I get whiplash just watching it. 
I fiddled with the curve editor and that doesn't seem to control what direction things turn in.  I've tried both bezier and linear transitions between keys.  I've also deleted the keys and reset them.  There's got to be a way to tell it to rotate left or right.
Any help would be appreciated.

Sincerely,
Dizzy Dingo

Modifié par Qutayba, 07 janvier 2010 - 02:11 .


#2
Qutayba

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OK, I played around with Yaw in the curve editor. Apparently, it doesn't like values lower than -180. You can force it manually, but left to its own devices, it jumps around to a positive number (less than 180). The physical position at the end is the same, but "it's the journey, not the destination!"

#3
Xaltar81

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Why not just use GAD? If the animation has movement info then GAD should make it move appropriately without the need for key frames.

#4
Qutayba

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With the particular setup I was going for, my actors are moving around a lot and not based at a fixed point (moving roughly in a line across the area, dodging trees, bushes, up and down hills, etc.) I'm still learning the animation system obviously, but doesn't GAD work best in settings where the actors are wandering around an anchor point (like a stage)? I set GAD on a few movements, but they seemed to snap back to a point when the animation was done rather than begin at the place the last one left off.

The way I've done it involved a lot of micromanaging of key points to make the animation movement correspond to distance covered, so I may take your advice and experiment more with GAD in case it saves me time in the future.

#5
Xaltar81

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Yeah, GAD has quite a few settings you can experiment with. You can apply GAD to all future GADs (or something like that) and that should mean that your next anim clip will inherit its starting position from the GAD of the previous one.



I have to admit, the cutscene editor in the toolset rocks, never before have I seen this much available to the community in an official toolset. I think this may be the begining of yet another 3-5 years of modding a bioware game hehe.

#6
Beerfish

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Experiment with this and see if it solves the problem.



- If you are panning a camera around a room following a series of actors or placeables and you find that the camera suddenly decides to rotate in the other direction you can force it to stay moving in the direction you desire by adding or subtracting 360 degrees from the position/orientation you are using to move the camera.

#7
Qutayba

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Beerfish, that's what I ended up doing (though I did essentially the same thing with the curve editor). At this point, I probably won't go back and GAD this particular cutscene since it looks really good now. But since it was enormously time-consuming, I will likely experiment with GAD for future cutscenes. I agree that the cutscene editor is amazing. I've ended up with a cutscene almost exactly as how I imagined it without having to lower expectations as might have been the case if the toolset was more limited.

#8
FergusM

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With GAD, there is a property called something like 'Keep Displacement after Done' which you'll want to set to true.