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Author Topic: Animation Keyframe Editing  (Read 6465 times)

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Re: Animation Keyframe Editing
« Reply #15 on: »
I get an error
Abramoff has updated the utility. We need a test.  :)

and maybe we will do an automatic "Сutter".
Done. This feature is added in Retimer.

Wow thanks Kva & Abramoff! Same DL link?


Re: Animation Keyframe Editing
« Reply #16 on: »

Re: Animation Keyframe Editing
« Reply #17 on: »


I did this trigger animation today in 10 minutes with Retimer. I use it for a lootable ponya corpse.
« Last Edit: August 27, 2015, 01:27:21 am by Kva3imoda »

Re: Animation Keyframe Editing
« Reply #18 on: »
A but you are not telling the whole story  :-\ you first had to make a ponya mesh where he is lying down! Then did you have to make a new .skeleton first or did it export with the mesh?  :D


Re: Animation Keyframe Editing
« Reply #19 on: »
you first had to make a ponya mesh where he is lying down! Then did you have to make a new .skeleton first or did it export with the mesh?  :D
Well, you do not need a mesh/skeleton with this pose, all this makes the animation in frame 0.

Re: Animation Keyframe Editing
« Reply #20 on: »

Re: Animation Keyframe Editing
« Reply #21 on: »
A but you are not telling the whole story  :-\
I can tell you how I did it.  :)

I used die1.skeleton animation (Ponya_M certainly).

1. Open die1.skeleton.xml
2. It is necessary to find the right section of frames. We need 0.833333 - 1.33333.
3. Remove unnecessary frames (keyframe time= 0 0.83) [Cut]
4. Then we change time [Action] - 0.833333 [Run]. Now the 0.833333-frames turned into 0-frames.
5. Then make the animation longer: [Action] * 2 [Run]
6. Then change all 0.86668- frames without the previous frame. Like this:
Code: [Select]
             <tracks>
                <track bone="Bip01">
                    <keyframes>
                        <keyframe time="0.86668">
                            <translate x="0" y="0.876139" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                        <keyframe time="1">
                            <translate x="0" y="0.876139" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>
Turn it into 0 manually.

Code: [Select]
              <tracks>
                <track bone="Bip01">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="0.876139" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                        <keyframe time="1">
                            <translate x="0" y="0.876139" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>

This is done for smoothness, but not necessarily.
7. Then I changed(manually) the trajectory for Bip01 bone - for body gliding (y coordinate).

Code: [Select]
                <track bone="Bip01">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="xxxxxxxxx" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                        <keyframe time="1">
                            <translate x="0" y="xxxxxxxx" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>

to

Code: [Select]
                <track bone="Bip01">
                    <keyframes>
                        <keyframe time="0">
                            <translate x="0" y="0" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                        <keyframe time="0.6">
                            <translate x="0" y="0.1" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                        <keyframe time="1">
                            <translate x="0" y="0.1" z="-0.184561" />
                            <rotate angle="1.56748">
                                <axis x="1.16416e-008" y="-1" z="3.77188e-008" />
                            </rotate>
                        </keyframe>
                    </keyframes>
                </track>

I added 0.6 frame to pause gliding before the animation stops.  :)

8. Change  name="Die1" to name="On" and Save. Animation is ready.
« Last Edit: August 27, 2015, 03:59:36 am by Kva3imoda »

 

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