1 |
@Flipstip you're right about that, however you need to consider 2 things!
|
1 |
@Flipstip you're right about that, however you need to consider 2 things!
|
2 |
\n
|
2 |
\n
|
3 |
This is stealthy ninja stepping toe-on-toe all sneaky, he needs to keep 'low profile' :D thus making his 'body motion' much less than any other unit.
|
3 |
This is stealthy ninja stepping toe-on-toe all sneaky, he needs to keep 'low profile' :D thus making his 'body motion' much less than any other unit.
|
4 |
\n
|
4 |
\n
|
5 |
another thing to consider, anarchid demanded the unit to be running/jogging, but not in extremelly fast as in olympics style.(my first rework attempt the animation of the foot was kicking superly strong.)
|
5 |
another thing to consider, anarchid demanded the unit to be running/jogging, but not in extremelly fast as in olympics style.(my first rework attempt the animation of the foot was kicking superly strong.)
|
6 |
\n
|
6 |
\n
|
7 |
as for the feet-touch-ground thing, bare with me while I explain how blender works and what kind of limits I'm facing.
|
7 |
as for the feet-touch-ground thing, bare with me while I explain how blender works and what kind of limits I'm facing.
|
8 |
\n
|
8 |
\n
|
9 |
if you have ever looked at blender animation tutorials OR Gmod(from steam) where u animate ragdolls, the way you animate is by key frames.
|
9 |
if you have ever looked at blender animation tutorials OR Gmod(from steam) where u animate ragdolls, the way you animate is by key frames.
|
10 |
\n
|
10 |
\n
|
11 |
meaning each 2 steps I would ask it to do, the programme itself 'predicts' how the movement should go in between those 2 steps.
|
11 |
meaning each 2 steps I would ask it to do, the programme itself 'predicts' how the movement should go in between those 2 steps.
|
12 |
\n
|
12 |
\n
|
13 |
how to make it looks more realistic? more key-frames of course. but; we're dealing with trasnferring an animation from 3D programme into an engine.
|
13 |
how to make it looks more realistic? more key-frames of course. but; we're dealing with trasnferring an animation from 3D programme into an engine.
|
14 |
I dont want the engine risk going goofy with the animations because its too 'complex' if you know what I'm throwing at.
|
14 |
I dont want the engine risk going goofy with the animations because its too 'complex' if you know what I'm throwing at.
|
15 |
\n
|
15 |
\n
|
16 |
If you're familiar with either coding or any kind of 3D model/animations you would know anything could possibly go wrong. -_-
|
16 |
If you're familiar with either coding or any kind of 3D model/animations you would know anything could possibly go wrong. -_-
|
17 |
\n
|
17 |
\n
|
18 |
so for that's sake just trying to keep it decent-simple and not too much time consuming to do other animations and hopefully more units in future.
|
18 |
so for that's sake just trying to keep it decent-simple and not too much time consuming to do other animations and hopefully more units in future.
|
|
|
19 |
\n
|
|
|
20 |
Edit: even with having 'more key-frames' you wont face any less of troubles, I had spent about 1 hour to fix one keyframe and decided to say fuck it, delete from the point the error starts and do better/different all over from there.
|