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46  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 29, 2014, 04:18:18 PM
Playblast it with Maya to see how fast the animation really is instead of Playbacking it in the program which isn't reliable.

Right Click on the timeline -> Playblast
Make sure the playblast settings are correct -> [ ]

*Don't use the .gif format for playblasting.  That setting is just to set the image type per frame. Instead use something like PNG
47  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 29, 2014, 12:51:56 PM
I'm going to use psa to slow it down to at least half.

Small rant about "I'll fix it in PSA"
Ew.  I call this 'using band-aids'. I could write a bit about the idea, but the point is that you're covering up issues at the wrong place.  If you want to fix an issue, fix it at it's source.  In this case, it's not the biggest deal because the root issue won't propagate anywhere and break anything. -Lucky for you that you don't program (not talking about PSA).  Do that with programming and you're screwed. Bugs will propagate further down your code. The code get even more unnecessarily complicated and ugly if you try to fix the propagated bugs instead of the root bug.  The propagated bugs and fixes only happen because of a single issue that isn't fixed.  I used programming as an example since it's the easiest example I could come up with.

Just fix the timing by adding in betweens where they're needed in the animation, not in PSA.  I've seen quite a bit of people use the "I'll fix it in PSA" excuse and it's not a good habit to get into- not fixing the issue at its root. 

Animation Feedback

Can you upload Wait1?  It would be easy to see what's "too much" if I knew what the base animation looks like.  The axe doesn't need to move or differ much from how it is in Wait1.  If you were carrying a heavy weapon, would you move it alot just to flick your nose...with the other hand...? 

When the flick happens, the opposite hand and axe twitches which looks odd.  Don't have it move much in the first place and you won't have to fix anything.

Oh yea, instead of raising his hips/center-of-mass vertically, just have them shift more onto the back leg.  Have the hips slanted '\' that way.  More weight on the back leg (hip end is higher), less on the front leg (hip end lower).  This is based on the idea that people don't normally perfectly balance their weight evenly between their legs and feet when standing.  Since you use Maya, this shouldn't be much of a pain to do. 

48  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Important Announcement! 06/16/2014 on: June 27, 2014, 11:37:42 PM
Yeah I'm still gonna do the Seismic Toss. But I'ma completely redo it in Maya.  However, I gotta plan out how to transition from the planet rotation to the actual toss
49  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 06:24:04 PM
Yeap, select all bones -> export selected.
(ofc, ensure the settings are correct too)
50  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 05:42:27 PM
You should also know that you should be able to animate the normal bones in Maya without IK instead of having to do it in BB.  

I'm unsure how the idea of only using HumanIK for animating started, but just so others know,  the Human IK is just an IK rig (common sense).  Nothing about it should make it work in Brawl like magic.  In the end, you bake onto the normal bones which is the equivalent of animating the normal bones so I don't see why animating them manually or using a custom IK rig should break anything.

Basically what I'm saying is that there is nothing to "figure out".  Go make or attach custom IK rigs or animate like you would in BB.  It'll export just fine.

____

A quick sanity check.  The sword animates fine, I was just moving a whole bunch of things.

Maya, BrawlBox Gifs


The key tangents are messed up, but I think that's on BB.  I think the tangents are generated instead of read.
51  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 03:46:59 PM
I don't know how to add individual frames like in BBox (where you can randomly insert random frames in). That and afaik, there's no way to add swords or other things like that to the HumanIK.

-Right click on the timeline -> keys-> add/remove inbetween

-It should be as simple as adding a custom IK rig for the sword bone + a proxy mesh.  I'll look into it since I'm gonna learn how to rig anyways.
52  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 02:11:24 PM
Is there a reason you can't make the full animation in Maya?  You can always learn a little bit about IK rigging and add a placeholder axe.  The more flexible you get at rigging, the better you'll be able to make animations.  Instead of being tied down to a single rig (the HumanIK), you can change up your rig in the moment for whatever action/animation you need.

Checkout this vid https://www.youtube.com/watch?v=8p0WQJtjZZ0 and some of this http://forums.cgsociety.org/showthread.php?f=54&t=26998&page=1&pp=15
53  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 01:46:01 PM
I'm starting to like this forum again.  I don't gotta wait ages to get replies =p

___

The second one looks better except for the startup when the axe switched orientation.  But you're still suffering from moving everything at the same rate.  It's really killing the animation.  Theres no acceleration or deceleration to the swing.  It doesn't make sense to support the axe on his shoulders, but then be able to pick it up single handed with one of the toughest hand placement to support the axe...  Let the shoulders be the pivot point instead. Oh yea don't forget about weight distribution. But  I'm writing too much, so I'll add more feedback if you work on it more.

The hand placement on the axe doesn't make much sense unless the action was more of a large swing which isn't meant for slowing down easily- which is lost since he moves back to idle reeeeally fast with zero recoil.- Last I played Brawl, I don't remember Ike being all too quick with recoil or startup.  Here's a few references

Same hand placement.  The swing fits since he wants alot of power and isn't worried about slowing it down -the log will do that.

(Also notice that it's a baseball swing and his weight is on his back leg.  I might be wrong about hand placement with axes about how easy they are to stop.  In my mind, an axe is top heavy so deceleration is tougher for axes than for weapons that are better distributed-like a baseball bat...)


In this one, the hand placement is distributed.  The higher one allows better translational movement and supports most of the axe weight.  The lower one allows better control over rotational movement and supports creating torque.



....spoilered images
54  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 01:29:08 PM
The axe itself is balanced on his shoulders (or as close as possible), so that's where you probably get the weightlessness from. I also want to give it a bit of the Ike "I can hold it in one hand and you can't" feeling. I'll see what I can do with the axe.

I think the issue comes from the pose not being broken up enough.  All body parts move at the same time at the same speed- even on the nose flick thing.  What you're missing is called overlapping action.  The main parts you can add overlap to are the shoulders/axe, hips and knees.  
55  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 23, 2014, 08:50:28 PM
The axe feels a bit weightless because it moves too much with ease. If you want to keep the motion, have the axe and upperbody/shoulders drag/lag before moving. (Link for better explanation)   I'm unsure how I feel about the knees popping like that either for an action like that.  I also noticed that the hips are completely horizontal.  Having them tilted higher on the back leg could add to the weight of the character + axe in general (weight distribution).  Doing so should also help break up the "twinning" of both knees popping up at the same time which looks odd.
56  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 23, 2014, 02:53:55 PM
Thanks for the feedback guys.  I'm unsure if I'll change the current animation to have more personality since it's nearly done.  Also the animation is just for looks, it won't even be for anything.    The next few animations I do will be for actual game use and I'll make sure to pay more attention to character.  -I don't have a use for any animations hacking-wise since I don't PSA, so I'll probably put future animations up for download
57  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 22, 2014, 01:17:16 AM
Thanks Eternal Yoshi,



I converted all my keys to spline.  I'm pretty much cleaning up the curves and then I'm done. -...though she seems floaty now


ehh...Looking at these more.. I realized that the animation lacks Samus's personality....which is sorta important........Ehh I'll try to focus on character/personality better for future animations since this ones nearly done Sad
58  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 21, 2014, 11:43:52 PM
A bit more progress



Anyone know how to show the textures in Maya Undecided?
59  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox Minor Animation Changes on: June 21, 2014, 06:11:15 PM
Can you explain in enough detail about the issue so that I'm able to recreate it?  I just quickly checked and copy/pasting seems fine in linear mode
60  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Wind King Saber (formerly Saber Unlimited) on: June 21, 2014, 02:06:27 AM
I took a look at it in gimp.  The frames from 0 to when she holds the sword overhead with both hands.  The animation is too quick to read those initial frames.  So whatever motion that goes against the slash motion looks weird and in this case-jittery.   I see that her hips/waist is also unnaturally twisted with the chest being at about 90 degrees more than the hips.  Rotate the hips in the same direction as the chest and the issues should be fixed.
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