Jump to content


Photo

Tutorial - Animation Setup


  • Please log in to reply
4 replies to this topic

#1 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 17 July 2015 - 07:44 PM

This topic is gonna include: A video guide, and a step-by-step picture guide. And some tips. And the correct export settings.

 

Video Guide: 

Spoiler

A thing I forgot to address!The export settings on the Shapes/Dummies, should be nothing. They shouldn't be exported.

 

 

 

Step-by-step: 

 

HI Solvers Setup:

Spoiler

Now for this part, you wanna click on for an example, BAT_UARML, and then go into Animation>IK Solvers>HI Solvers and then click on the B_HANDL

 

Creating Shapes/Dummies(Best explained in the video!)

Spoiler

Now for this part, you wanna create 9 circles/or dummies, 4 Small, 4 Medium, 3 Large. Then you wanna use the "Angle Snap Toggle" Tool and rotate the small circles 90 degress. Then align them without any orientation, to the FARML, FARMR, CALFL, CALFR. Then you wanna align the Medium sized circles with an orientation of X, Y, Z to: HANDL, HANDR, TOEL, TOER.

Now for the large circles, you wanna align 1 of them, with the ribs, and that one has to be aligned without orientation. Then you wanna align the other 2 with the ROOTDUMMY, and the HEAD, and with an orientation of X Y Z.

Much easier to understand in the video.

 

Export settings for Circles/Dummies, Geometry and Bones

Spoiler

 

 

Now you wanna Link the HI solvers with the shapes, watch the video for this, to make sure you get it right.

 

 

Now you wanna add Orientation Constraints, from the bones shown to the circles shown

Spoiler

This allows you to rotate the bones, with the circles/dummies

 

Done! If followed correctly, it should look like this:

Spoiler

Hide the HI solvers when animating if you want, since they can be very annoying.

 

.W3D Animation Export settings

Spoiler

 

Tips/How to animate:

1. Create your animation, smooth it out, watch it, see what you can improve, improve it until you can't find anything else to improve.

2. Get a good Basepose for attacking, that is viable for several things, and fits easily into the cheers/taunts/deaths/attacks you have in mind.

3. Try to do the animation in real life, this may sound a bit ridiculous, but you can get better results because of it. Even try to do it in slow motion. Just so you get an idea of how it would look in real life, and try to convert your knowledge over.

4. A style I like to animate with is this one(Frames that have all the colors are where I make the frames, the inbetween are smooths):

Spoiler

5. Focus on your units, strength/weight and what he is wearing/holding, if you want the most realism possible.


Edited by Maximan, 05 July 2016 - 08:01 AM.


#2 Elric

Elric

    Designer

  • Hosted
  • 2,857 posts
  • Projects:Middle-Earth Expanded
  •  Coder
  • Donated

Posted 17 July 2015 - 11:19 PM

I just want to say that this is fantastic! I watched the video you have there and I loved the work you did and showed. There needs to be more tutorials like this.

 

--

 

Good job mate and I look forward to actually attempting use this in the future. :)



#3 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 17 July 2015 - 11:23 PM

Thanks! :)



#4 Ganon

Ganon

    What's this?

  • Project Team
  • 967 posts
  • Location:Ohio, United States
  • Projects:My Link Mod
  •  Code Scientist

Posted 08 August 2016 - 06:55 PM

That video is enough to make me want to try animating more. You make it look so simple. Some great talent there.

#5 Maximan

Maximan

    Some Dude

  • Hosted
  • 572 posts
  • Projects:BFME: Classic Edition

Posted 08 August 2016 - 06:59 PM

Thanks a lot man, you should definitely try it out, it's a lot fun :)






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users