Post by Deleted on Mar 17, 2016 0:15:57 GMT
DIFFICULTY:
Sentence: "My mom could do it."
Requires fundamental knowledge of Blender for navigation and processing...
Have you ever noticed that when you copy animations and skillsets from smaller/bigger characters they end up floating or sinking through the ground? This is because the game grounds characters by using the distance between the pelvis and the base bone (about the length of your characters legs, so smaller legs same distance = float & bigger legs same distance = sink).
PHOTO: XAN
The fix is simple, we move up/down the entire animation for every single action to ground the character along the Z axis. (Y in blender because the models are flipped 90° by default. The graph editor is a neat little meta thing because instead of manipulating positions and keyframes, you are actually manipulating the global rotation, position and scale of each axis depending on what channel you are selecting.
I recommend using olganix's eanorganiser tool to put the animations on the character's ean and testing on only a few actions, rather than all of the actions. It is also good to note that you will not always be able to measure the ground level in some animations (jumping, flying) so writing down how much you moved the character and sticking to that number will ensure a clean cut.
This opens up the possibility of potentially limitless character sizes (rendering the skeleton only useful for the face) since we can manipulate the size of the character within the animations and then ground them. You may require some keyframe editing to slow down // speed up moving animations or stop the character from bouncing in extreme scenarios. Ant-man? The hulk?!
OLGANIX's IMPORT/EXPORT TUTORIAL
MY ROUGH TUTORIAL LINK
Example/proof - S17 dem_start on G18 animations:
Sentence: "My mom could do it."
Requires fundamental knowledge of Blender for navigation and processing...
Have you ever noticed that when you copy animations and skillsets from smaller/bigger characters they end up floating or sinking through the ground? This is because the game grounds characters by using the distance between the pelvis and the base bone (about the length of your characters legs, so smaller legs same distance = float & bigger legs same distance = sink).
PHOTO: XAN
The fix is simple, we move up/down the entire animation for every single action to ground the character along the Z axis. (Y in blender because the models are flipped 90° by default. The graph editor is a neat little meta thing because instead of manipulating positions and keyframes, you are actually manipulating the global rotation, position and scale of each axis depending on what channel you are selecting.
I recommend using olganix's eanorganiser tool to put the animations on the character's ean and testing on only a few actions, rather than all of the actions. It is also good to note that you will not always be able to measure the ground level in some animations (jumping, flying) so writing down how much you moved the character and sticking to that number will ensure a clean cut.
This opens up the possibility of potentially limitless character sizes (rendering the skeleton only useful for the face) since we can manipulate the size of the character within the animations and then ground them. You may require some keyframe editing to slow down // speed up moving animations or stop the character from bouncing in extreme scenarios. Ant-man? The hulk?!
OLGANIX's IMPORT/EXPORT TUTORIAL
MY ROUGH TUTORIAL LINK
Example/proof - S17 dem_start on G18 animations: