Zum Inhalt wechseln

Foto

Trying to make Dog walk in right direction. Snaps back to previous


  • Bitte melde dich an um zu Antworten
6 Antworten in diesem Thema

#1
huntsman2310

huntsman2310
  • Members
  • 257 Beiträge

Hey there. I'm trying my hand at making a cutscene involving Iona and the player character during the Human Noble origin, and I'm having a little trouble figuring out how to make the Dog leave the room in the right direction. He's supposed to turn and walk through the open door when Iona enters to leave, but when the animation ends he immediately pops back in front of the player character and walks through them instead.

 

Here's a picture of what I mean. I know about position and orientation keys, but I'm not sure about how they actually work. What's the simple way to use them?

 

YXgygOT.png

 

HiZwLtD.png



#2
Yara C.

Yara C.
  • Members
  • 240 Beiträge
Being at work my reply has to be short.
Still the best visual intro if you want to understand how to work with keys:

https://www.youtube....uzYXTfALManD3qB
  • luna1124 gefällt das

#3
luna1124

luna1124
  • Members
  • 7.649 Beiträge

Sometimes the "entrance gad" can make this happen. You can extend the animation or when he gets to the place you want him, key him in there at the end of the animation and he will stay put.



#4
Yara C.

Yara C.
  • Members
  • 240 Beiträge

Somehow I doubt that there are gad animations available for dog. If so, have you set the 'Extend Gad Beyond Action' property of the gad animation to true?

(And in case that you shouldn´t have a clue about what we are talking - there are two different types of movement animations: gad and non-gad animation. Non-gad means more manual keying.

GAD: http://social.biowar...orial#Using_GAD)


  • luna1124 gefällt das

#5
Yara C.

Yara C.
  • Members
  • 240 Beiträge

Long time ago that I had a look at dog´s animations. There are some gad-animations, mainly for conversations. But the majority of the walk animations are non-gad.

How you can cope with your problem depends a bit on the specific animations you use.

 

You could use a combination: e.g. gad-animation c_dog.tn90l to turn him 90 degrees to the left and a non-gad walk animation, to key dog out manually.

Or you could use a single non-gad walk animation adjusting the orientation keys as well. (Just follow St4rdog´s tutorial. )


  • luna1124 gefällt das

#6
DahliaLynn

DahliaLynn
  • Members
  • 1.387 Beiträge

From the picture, it looks like the OP has Extend GAD beyond animation turned off  (if they used c_dog.dg_f_w_5p_ex for example, since they aren't mentioning any issues with Dog moving forward), hence the snapping.

 

Also, the OP has Headtracking in the same track as the movement animation, which isn't recommended, unless you want the dog to be still as stone with only head moving (unless they are using a "pose" which isn't a good idea for key actors unless the pose is the only thing they're doing in the scene)

 

If you're using an animation that causes Dog to move forward, with the animation selected in the object inspector, make sure "Extend GAD beyond Action" is set to True, if you want dog to stay put after the animation ends. You also want to make sure entrance GAD is off for the next animation in case it does uses GAD, as entrance GAD will make the animation end at the position you keyed.


  • luna1124 gefällt das

#7
huntsman2310

huntsman2310
  • Members
  • 257 Beiträge

Thanks for the information, guys. This is actually the first cutscene I'm trying to make with the toolset, so I kind of just jumped in. I'll take a look at the tutorial videos and. The only issue I'm having is the direction of the movement, the movement is fine by itself.


  • luna1124 gefällt das