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Animation problem (solved)


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#1
ladyofpayne

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Hello! Guys please help me solve this problem- animation jumps in conversation. Animation I use

Arms crossed en- hold pose- talking- another talking- armscross ex. In every line there is a jump. How to make a connnection between animations?

Should I use that? Or there is another option?

http://social.biowar...s_and_animation



#2
Yara C.

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Seems you have chosen animations which are too long for your lines. Even if you should have manipulated offset, blend in/out, speed and weight - what you didn´t mention - a lot of the animations of the library are not really appropiate for the conversation editor.

You mentioned armscross ex, therefore I guess that you have selected animations from the general animation library via browse in the animation tab.

 

Use instead the poses in the cinematics tab. E.g. "Line 1: Default/ Standing neutral / left / right - Line 2: Arms crossed - Line 3: Arms crossed - Line 4: Default/ Standing neutral / left / right" will work fine.

Set a value in the field X-Delay if the start of the arms crossed pose should match a specific word of the line.

 

Additionally you can add animations in the animation tab. Stay with the options offered in the drop-down-menu. E.g weight shift animations or gestures in combination with default or neutral poses. E.g head movements with gesture poses.

 

You can even add automatically gestures (or poses) to the lines. (Right click on the root -> generate for children, right click on a line -> generate gestures for line) Remove gesture animations which possibly could be added by the option 'for children' to lines where you have already assigned a pose with gestures. The system isn´t smart; you should probably have an idea from the cutscene editor which type of animations can be combined and which not.


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#3
luna1124

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Hi,

I don't know anything about the animations in conversations. Is there a way to use the curve editor on them?



#4
Yara C.

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Hi,

I don't know anything about the animations in conversations. Is there a way to use the curve editor on them?

The way would be to convert a line to a cutscene. :P

 

Edit: http://social.biowar...Line_Cinematics

 

If Photoshop Elements could be called the little brother of Photoshop CS, the conversation editor could be called the little adopted sister of the cutscene editor.


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#5
MerAnne

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In answer to an earlier question.  the "default" animations are the ones that are visible without doing a search to find the 'named' animations.   Such as the "2 arm gestur..." on this page http://social.biowar...tion#Animation

I'm sure there is a better name for them than "default" animations, but those are the ones that I meant.

 

The jerkiness can have more than one cause.  For example, if you have the character kneeling as their 'ambient' (before the dialogue starts) pose, but standing with arms crossed in the cinematics or animations tab, you can have jerking.  More than two participants in the conversation can cause jerking.  Arms folded in cinematics and arms folded in the animation can cause jerking.  I have created the one line cutscenes when needed, but that becomes very tedious after a while.  I suggest trying to find a few gestures that add to the dialogue without overwhelming it (created a character that talks with her hands - NEVER again :lol: )

 

A reason to avoid cutscenes within a conversation - when possible - is because the dialogue won't show up in the conversation history portion of the Journal.


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#6
luna1124

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Ha, Jasmine talks with her hands, but she looks great!! :) Yes, between the "pose" and the animation you can have jumping. A lot of times I skip the pose, leave it blank to avoid weird movements in cutscenes.


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#7
MerAnne

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Thank you :D

 

I try to give a line an animation OR a pose.  Since most (except Jasmine) rarely need animations, it works out pretty well for conversations.


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#8
ladyofpayne

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Please tell me how to prewiew animation from menu. I can't understand how animation should looks like.


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#9
MerAnne

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Right click on line 'preview line'

 

If you want to know what the animation will look like before you incorporate it in the line, I don't know of any way to do that.  I figured it out by trial and error based on the short description and then creating a line that used that animation to see what it looked like.


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#10
luna1124

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Isn't there a button for previewing the animation? I couldn't get it to work for me, just like changing a pose later on the timeline in a cutscene. It never worked.



#11
Guest_Corvus I_*

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I have always had to go with trial and error as well. But, I made a cut scene directory and when I found animations I planned on using over I added them to that directory for easy access. That way you have an example of the animation as well as past experience using it.
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#12
MerAnne

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Luna - not in the conversation.  The only way that I know is to just try out the animations until you like what you are seeing when the line is 'previewed'.  And accept that the preview animation and the in game animation are likely to look VERY different.

 

I wrote down animations (when I was working on them) and had my 'favorites' identified.


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#13
ladyofpayne

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I've tryied all default lines but still I can't find: mh.dg_armcr_tw_4, mh.dg_armcr_tw_2 and mh.dg_armcr_tw_4.

Please tell me if you know their names in defaul palettes.



#14
Yara C.

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Are you looking for hassle with jumping animations? I don´t understand why you want to use animations of the default library whose duration length is about 5 and 7 secs. You will hardly cope with them in the conversation editor. If you prefer the stoney path - then you can find these anims via browse in the animation tab. As mentioned in my first post. (You have to add an animation by right click on the blank area under the table header, left click on the first cell of the new table row to see the drop-down menu show up)

 

Or keep it simple and follow my earlier recommendations if you want to create the same effect. Use one of the 4 arms crossed poses, followed by neutral poses layered with gesture animations (listed in the animation tab, see above).

 

Dependent on the pre-convo ambient animation of the actor and how you compose the first shot you may have to consider to use a neutral pose in the beginning for transition. There can´t be a smooth transition between e.g. a kneeling animation and a standing pose with crossed arms.

 

If you want to learn more about poses and gestures, their generation and transition, then I recommend to have a look at the toolset_poses and toolset_gestures excel sheets which can be found in the 2DA folder.


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#15
ladyofpayne

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Use one of the 4 arms crossed poses, followed by neutral poses layered with gesture animations (listed in the animation tab, see above).

You mean pose is armocrossed and add default anitmation move only right hand?



#16
MerAnne

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I have to agree with Yara.  KEEP IT SIMPLE. 

 

I think you are trying for a level of detail in a conversation that is simply not needed and is over so quickly that no one is even going to notice.  Get a standard pose working with the cinematics tab.  IF there is a need for a gesture, use one of the named gestures from the animations tab that have been referenced many times in this conversation and other conversations.  I've written well over a thousand lines of dialogue and possibly 20 lines have an animation associated with them (excluding the character that talks with her hands).  Most of the time, animations are really not needed.

 

The conversation editor is for creating conversations and there are some basic poses and animations available.  The cutscene editor is for creating cutscenes and you have more control over the movement.  It seems like you are trying to force the conversation editor to be the cutscene editor.  Pick which editor you need and use it.


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#17
ladyofpayne

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Problem solved. I will use simply version of this.


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