Now that I've drudged through the process so much I can probably help you quite a bit.Īs you probably know, character skeletons are a hierarchy. I could be wrong (usually am!) but maybe the organic nature of character animation makes the shortcomings of blending additively stand out more, whereas your turret movement and recoil animations are much simpler, no real animation curves, etc.Īt any rate, this puts to bed an issue I have had for a better part of 6 months. I believe the reason you see better results using blending, PlatinumPlayer, is because you're not seeing animated characters. It turns out that the Mixing Transform approach probably is what Red wants to use. very stupid of me.Īnyway, thanks for that. Stupidly, (though I reserve the right to call all my friends who looked at this and missed the issue stupid too!!! I didn't input the full path-name to my mixing transform (bone). However there is some happy news, I actually got it working with Mixing Transforms. Unfortunately, like I said in my text, that didn't make a difference. Isn't this the very effect red is looking to achieve? When the turret attacks theses cannons animate a recoil that dose not interfere with the caps rotation because they are on different levels and are weighted. could just as easily be a characters run animation), and it has two laser cannons attached to the side of its body (not the cap). The top cap of the turret is always rotating (its idle animation. I have already dose this in a turret defense turret. Now when you attack with weapon attack on layer 2, its weight is before weapon held, so i overrides weapon held if they share the same slot, and weapon held will blend into attack, all the while bellow it all your movement should stay seamlessly responsive at the bottom of the layer stack. ![]() So if you strafe, run forward or back, your upper body should hold the weapon properly. because its weighted the weapon held animation will play over top of all layer 0 animations. When you have a weapon play the weapon held animation. So by default when you move without a weapon all your movement animations run unblended. 5 (example you need to tweek it based on animation)
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