I use Anime Studio to generate animations to use them in computer games later. Therefore I need to animate (for example walk) my character on the spot. What is the best way to do that? Generating a temporary layer with the underground, that I move with a constant speed under the character as a reference? Or should I move my characters layer and remove that moving action later (but in this case I have problems with locked bones)? Have you experiences with that? My main problem is to fix the feet correct to the underground...
Or is it possible to move my character in -x and my camara in +x that the character remains on the spot?
Thanks!
Best solution for a "walk on the spot" animation
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- Víctor Paredes
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Re: Best solution for a "walk on the spot" animation
I normally make the walk cycles in the spot and then animate the character layer to the direction its walking. I think it's easier and more controllable than actually translating the character on each step.
To get a linear moving walk cycle you can try this:
viewtopic.php?t=19490
If you are using target bones for the legs (which makes easier to get up and down animation, for example), this ruler shouldn't be necessary, since you just can assign "linear" interpolation to the target bones.
To get a linear moving walk cycle you can try this:
viewtopic.php?t=19490
If you are using target bones for the legs (which makes easier to get up and down animation, for example), this ruler shouldn't be necessary, since you just can assign "linear" interpolation to the target bones.
Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
Re: Best solution for a "walk on the spot" animation
Thanks! There some cool ideas in this thread!
I don't know why Anime Studio is so focused on "Making a funny movie and upload it to YouTube". There are some other fields and areas of application that requires animations. For example games. It would be very useful, for example, to generate different animations (means different timelines) with one and the same bone model. At the moment I have to clone my animation file to create a new animation with my character. At the end of the day I have 10 files with 10 different animations (walk, jump, duck, pick up, talk, die....). If I want to make changes to the appearance of my character now, I have to change this in all files
...
I don't know why Anime Studio is so focused on "Making a funny movie and upload it to YouTube". There are some other fields and areas of application that requires animations. For example games. It would be very useful, for example, to generate different animations (means different timelines) with one and the same bone model. At the moment I have to clone my animation file to create a new animation with my character. At the end of the day I have 10 files with 10 different animations (walk, jump, duck, pick up, talk, die....). If I want to make changes to the appearance of my character now, I have to change this in all files
- Víctor Paredes
- Site Admin
- Posts: 5841
- Joined: Tue Jan 25, 2005 3:18 pm
- Location: Barcelona/Chile
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Re: Best solution for a "walk on the spot" animation
Actually, you can create actions with each animation, using the same character.
I think the Export to Unity option allows you to export actions (but I'm not sure).
I have created a couple tests for games and it worked better to me to create the different animations on the same file, directly in the timeline.
So, for example:
walk, from frame 1 to 24
run, from 25 to 37
stop, from 38 to 44
etc.
Then I exported the image sequences and import each one on Construct 2.
I think the Export to Unity option allows you to export actions (but I'm not sure).
I have created a couple tests for games and it worked better to me to create the different animations on the same file, directly in the timeline.
So, for example:
walk, from frame 1 to 24
run, from 25 to 37
stop, from 38 to 44
etc.
Then I exported the image sequences and import each one on Construct 2.
Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
Re: Best solution for a "walk on the spot" animation
That is a god hint. Thanks!
The only thing you have to do after a "longer nose repainting" for example is to reset all your animation reset points in the timeline again to overwrite them with the new base geometry. It would be useful to have an "Auto-Reset-Action" that uses the 0. frame for resetting. If you press "reset all layer channels", the situation from frame 0 is copied to the current point in the timeline. And if you change frame 0, you have to refresh all your reset points manually.
The only thing you have to do after a "longer nose repainting" for example is to reset all your animation reset points in the timeline again to overwrite them with the new base geometry. It would be useful to have an "Auto-Reset-Action" that uses the 0. frame for resetting. If you press "reset all layer channels", the situation from frame 0 is copied to the current point in the timeline. And if you change frame 0, you have to refresh all your reset points manually.