alchemist
Oct 20, 2007, 06:10 AM
Hi All!
I am working on my first unit mod for BTS. I am making a civ and I allready have a unique building, which was simple enough with the excellent tutorials I found here in the forum. I have created a nice model gunpowder unit (by tweaking the Roman Praetorian model) and now I'm working on the animation, which leads to some headaches for me.
Since I based my unit on the Roman Praetorian model that comes with the "Getting your units in Civ 4" tutorial, I am also reusing the exect same rig.
I mainly have two problems:
1) What is the proper way of moving the entire character around?
For some movements I have to move the entire character vertically. The Run movement is a good example, where one has to have a "bobbing" motion up and down to create a believable run loop. Die is another example where you want to simply push the entire character to the ground and then start to arrange the limbs. What I have come up with is that to do this with only a single object (dummy/bone ...) you have to use the MD dummy, as all other candidate bones like spine and pelvis are fixed to their parent position. This doesn't seem quite right though, as it seems very hard to copy and paste MD keys. (Don't know why but it seems that copying and pasting the MD keys to avoid twitchy loop animations instead causes unnatural bending to limbs, the head in particular). Selecting all the bones and move them around in world space doesn't work at all, since all bones will move around in their own little world. Allthough producing interesting art-deco-ish postures, I don't think it's usefull for anything else that creating "human vs. train" -like traffic accidents :)
2) How do I temporarily disable the physics of the character in the rig? It seems that the the default behaviour of the character rig is to impose some sort of physics to each change in direction you key to a bone. What I mean is that if you move the hand first left and then forward from the body it will try to make the movement more fluent by slowing down when the direction changes, as well as "over shooting" the keyed position slightly before getting back on track. This is of course great for creating hand movements as it produces much more believable results with much less effort. There are times when I want to avoid this thouh. It could be that I want my gunpowder unit to stomp it's foot during the Fidget animation. If it overshoots the keyed target position it will actually shove it's foot through the ground. How can I disable the physics for a particular key?
I would greatly appreciate any pointers, tips or tricks anyone gan give me on this!
Cheers!
./Alchemist
I am working on my first unit mod for BTS. I am making a civ and I allready have a unique building, which was simple enough with the excellent tutorials I found here in the forum. I have created a nice model gunpowder unit (by tweaking the Roman Praetorian model) and now I'm working on the animation, which leads to some headaches for me.
Since I based my unit on the Roman Praetorian model that comes with the "Getting your units in Civ 4" tutorial, I am also reusing the exect same rig.
I mainly have two problems:
1) What is the proper way of moving the entire character around?
For some movements I have to move the entire character vertically. The Run movement is a good example, where one has to have a "bobbing" motion up and down to create a believable run loop. Die is another example where you want to simply push the entire character to the ground and then start to arrange the limbs. What I have come up with is that to do this with only a single object (dummy/bone ...) you have to use the MD dummy, as all other candidate bones like spine and pelvis are fixed to their parent position. This doesn't seem quite right though, as it seems very hard to copy and paste MD keys. (Don't know why but it seems that copying and pasting the MD keys to avoid twitchy loop animations instead causes unnatural bending to limbs, the head in particular). Selecting all the bones and move them around in world space doesn't work at all, since all bones will move around in their own little world. Allthough producing interesting art-deco-ish postures, I don't think it's usefull for anything else that creating "human vs. train" -like traffic accidents :)
2) How do I temporarily disable the physics of the character in the rig? It seems that the the default behaviour of the character rig is to impose some sort of physics to each change in direction you key to a bone. What I mean is that if you move the hand first left and then forward from the body it will try to make the movement more fluent by slowing down when the direction changes, as well as "over shooting" the keyed position slightly before getting back on track. This is of course great for creating hand movements as it produces much more believable results with much less effort. There are times when I want to avoid this thouh. It could be that I want my gunpowder unit to stomp it's foot during the Fidget animation. If it overshoots the keyed target position it will actually shove it's foot through the ground. How can I disable the physics for a particular key?
I would greatly appreciate any pointers, tips or tricks anyone gan give me on this!
Cheers!
./Alchemist