I have got myself a simple creature to try out animations on. You can observe the idle, walk, and attack01 animations I have made already as I experiment to gain proficiency with this before I complete project fatty.
Here it is sorry it's a little blurry
I have an animation for 3ds max question first:
I notice when animating this while my rotations seem ok and part of my movement, it seems there were some errors. For example in the attack window, I wanted him to rise up and back, curl his tail and then dart straight down and at the player. The monster does do this, but in 3ds max, it looks like he reared back from frame 0, rather than waiting until the key frame I set at frame 4 to start. Yet all the rotation movements I performed did wait until the key frame 4 as intended. Why do my movements tend to get applied to the entire sequence rather than waiting?
I don't know a tonne about the process yet but basically my steps are:
1-click autokey mode so the animation is red in the bar
2-move to a frame I want to make movements occur. Click the key Icon
3-Perform movements etc
4-repeat step 2
If this sequence sound right then is it possible I didn't click a key or had autokey mode off when I moved the pieces? It's happened a few times so really bugging me.
An animation for NWN2 question:
I followed the guidelines of attacking in a 1 second sequence, and putting the deepest part of the attack at .33 seconds in. However it seems really fast... I wanted my float eye to draw back a little more slowly and higher... and then come back hard at the player. Is there any advice on this or do attacks simply have to be that fast without much preamble?
Follow up question: When should the una_idlefidget fire? It doesn't seem to be working at all.
I invite any commentary on the animations themselves. Basically I figured this creature is anti gravity so for his walking animation he uses only a slight tail wiggle to move about. A more exaggerated full body wriggle would be used for running. As for the idle, he bobs slowly up and down. I was hoping the fidget animation would make his tail swish side to side but its still not working. I have already since much improved the attack animation... rather than the tiny poke it does now, it rears up high and back and stabs right into the player.





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