Author Topic: A small animation problem  (Read 484 times)

Legacy_VeinsAfire

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A small animation problem
« on: June 05, 2011, 04:57:06 pm »


               Hey guys, I am having a little problem with some animations I am working on, I am working off of some other content but adding arms to an armless model and animations.

The problem I am having is this,

I have animated everything to my liking and it works great other than a small problem with the creatures added arms at the end of the walk and run animation. When the creature stops the arms stay at the position they were at the last keyframe and stay there until another movement is made. So say the creature runs for a short distance and his arms are extended, his left arm is in front of him and his right, behind him, then he stops, the rest of his animations return to their proper position, but his arms stay in that position.

Any and all help/suggestions are much appreciated as I would like to get this creature released asap. Thank you.

-VeinsAfire AKA Paganini-
               
               

               
            

Legacy_Pstemarie

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A small animation problem
« Reply #1 on: June 05, 2011, 05:43:28 pm »


               My guess would be that you forgot to set the Start and End keys for the arms before adding their rotation keys to the animation sequence. Without setting those keys first, the arms will be repositioned as if they are moving through one long sequencial animation.

For example, say your entire animations run for 1500 frames. Normally attack anims run for about 30-40 frames. So if you attack1 starts at frame 30 and ends at frame 69 you need to set a key for the added arms at frame 29 (which locks them to their base position), frame 30 (start of attack1), frame 69 (end of attack1), and frame 70 (which locks them to their base position). The first keys you set should always be these "base" keys. Once you have established the base keys for ALL the animations in the sequence you can go back and start moving things around in between the start/end keys to establish your animations.

Using the example above, if you forgot to set the base keys, then the animator will assume that those additional arms are performing one animation that starts at frame 0 and ends at frame 1500 - and adjust the geometric positioning accordingly.
               
               

               


                     Modifié par Pstemarie, 05 juin 2011 - 04:52 .