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61  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Wind King Saber (formerly Saber Unlimited) on: June 21, 2014, 12:13:31 AM
Theres still a frame where the armor jitters.  --The leg armor looks like it vibrates since it quickly moves back and forth at the beginning.

62  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Wind King Saber (formerly Saber Unlimited) on: June 20, 2014, 11:58:44 PM
Looking alot better =p.

Some issues are:

The front right leg/foot + armor rotates weird at the start.

...actually thats the only real issue I have with it.  Otherwise, things are looking good. It could use some cleaning up, but overall its pretty good.
63  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox Minor Animation Changes on: June 20, 2014, 11:37:08 PM
Interpolation refers to when you have multiple keyframes and the program generates values in-between them.  In general, animation programs support linear, stepped/jumped/constant, and/or bezier interpolation

Tangents appear when you have bezier interpolation.  They're basically just handles that affect the bezier curve's shape/path and thus affect the values generated in-between keyframes.

You can get more in depth info about all the underlined with some research- Google.
64  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox Minor Animation Changes on: June 20, 2014, 06:53:29 PM
Thanks, if I make any more edits, I'll be sure to contribute. 
65  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox Minor Animation Changes on: June 20, 2014, 06:35:26 PM
You gotta select a bone first I think.  I haven't used it in over a month though lol.  Open up an animation, select a bone, then the toolbar shouldn't be grayed out in the Interpolation Editor.  The settings apply globally....in hindsight, I see that putting it there probably wasn't the best place haha.  You don't have to keep the editor open afterwards.
66  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Wind King Saber (formerly Saber Unlimited) on: June 20, 2014, 05:57:32 PM
I know what you mean- which is why I made the edit.  You playback the animation. See some issues.  Fix them.  Then you realize that doing so changes other frames.  So you repeat- and so does the issue ->BrawlBox changing tangents when you don't want it to.  I feel like like I'm spamming a bit about this so I'mma stop pushing the idea.
67  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Wind King Saber (formerly Saber Unlimited) on: June 20, 2014, 05:35:16 PM
Don't give up -Checkout the BB edit I made.  When I was working on animations, BB would mess with my tangents and cause annoying jitters.  The edit should remove that annoyance. 
68  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: June 20, 2014, 05:29:17 PM
I don't see why not.  There's nothing special about the HumanIK that makes it work.  As long as you don't change the base bones, I don't see why anykind of rig wouldn't work.  In the end, the base bones need to be animated. How you do that doesn't matter (IK rigs, scripts, w/e).
69  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Wind King Saber (formerly Saber Unlimited) on: June 20, 2014, 05:09:31 PM
Nice animation.  It could use a bit of work though.  In general its jittery and the arcs don't flow well (hands and sword are the most obvious).

The beginning could be slowed down a bit, up to when she has both hands on the sword.  

The actual slash should be quick through to the last frame instead of slowing down at the extension (Similar to the gif shown).


.............................This might sound crazy..........But don't be afraid to pose every frame. You can press that clean button afterwards if you're scared for file size and recreate values with the curves. I know BB screws with the tangents alot so here's a BB edit for animators.  
70  Super Smash Bros. Brawl Hacking / Programming / BrawlBox Minor Animation Changes on: June 20, 2014, 05:03:46 PM
The changes has been merged with BB .73 by libertyernie
Download

I made this about a month ago.  This is for animators, building on the last BB version from BlackJax. I made the edit after realizing that BB unwantingly changes adjacent keyframe's tangents after creating, deleting, or editing a key's value.

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I've added a few settings within the Interpolation Editor that helps with general BB animating.

Display->Linear->Show/Edit Values As Linear
-Any edits made from within the transform boxes, including copy/cut/paste buttons, and the 3D gizmos will begin editing from the seen linear values.  For example, when rotating the 3D gizmo, instead of the tool rotating to the bezier interpolated value before the rotation begins, causing bones to also move out of place, the gizmo and joint will remain in it's linear orientation.


Options->GenerateTangents-> Alter Selected Tangent On Drag
-Whether or not to actively change the selected key frame's tangents when dragged within the IPO editor.

Options->GenerateTangents-> Alter Adjacent Tangents-> Key Frame Drag
-Whether or not the adjacent tangents are actively generated after the current key frame has been dragged within the IPO edior

Options->GenerateTangents-> Alter Adjacent Tangents-> Key Frame Create
-Whether or not the adjacent tangents are actively generated when a key frame is created.  -IIRC, key frames are created even when the value is editted within the transform boxes or when using the 3D gizmo.

Options->GenerateTangents->Alter Adjacent Tangents-> Key Frame Delete
-Whether or not the adjacent tangents are actively generated after the current key frame has been deleted.


--------------------------------------------


Thats it haha.  All of these settings are checkable to enable/disable them.  These are very minor settings to help animators and remove some annoyances.

I haven't used it much, but I'm uploading it for others that may find it more useful.

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Minor, other note.  IIRC, I've noticed that when importing animations from Maya, the tangents are changed/generated (I could be wrong).  I might look into this later if needed when I start importing my animations into BB- if I do.
71  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: June 19, 2014, 11:48:02 PM
You've got too many in-betweens for the actual slash.  Removing some should add a bit of "oomph" hehe.
72  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 19, 2014, 11:09:45 PM


Back flip WIP, started today- stepped interpolation
73  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Toon Zelda PSA on: June 09, 2014, 01:04:47 PM
Her left hand is broken in the gifs.  Otherwise, it looks nice.
74  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Accepting Testers for Solo Charizard. on: May 28, 2014, 02:59:38 PM
I'll check it out too =p
75  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Accepting Testers for Solo Charizard. on: May 28, 2014, 01:57:23 PM
Take a look at the WIP I gave you a while ago.  On the seismic rotation, look at the TransN, XRot, and YRot rotation/translations.  In the final product, I was going to remove all keys except the first and last 2 so that changing them was easy in the future.
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