new unit: king slime (feb 19, 2008)

I put that next to the Kool-Aid Man for sheer cartoony delight.

:thumbsup:
 
oh Vuldacon, you are right, I had the adjusted flics, I forgot that I need to edit the animtime >_<. thats why they are a bit slow. I update them ASAP.
 
For future units, try adjusting the Frame Rate in Poser to have a faster speed, then you can do some adjustments easier in Flicster when you generate the final Flc. Experiment with this to see the difference it makes.

I am sure you have seen that there is a Range of Flc speeds that tend to work for animations in Flicster better. Some will be too fast and others too slow and many times you will see that you have to set an animation too fast or too slow because there is no good Flc speed that works as you want. The main reason for this is the Frame Rate that was used when rendering the animation in Poser. Really just a matter of doing the math for the number of frames and the length of time desired for the animation.
Poser makes many frames for each of the frames we see. It will use the frames needed to make the animation play back at the speed we set the Frame Rate. What we see in the playback is not exactly how the finished animation will play. Use the Frame Rate setting as the Best Guide to make an animation play back as wanted...use math to set the Frame Rate rather than what is seen when playing the animation in Poser.
 
nah, the problem with the flicster framerate being slower is because somehow when I export a .flc, the animation time is ALWAYS, no matter what I do, 1875, wich results in an ingame .flc with the framesrate set to 125 (even when I set it to 65, for example, in flicster). I know how to fix this, but I forgot to do it at first with the new .flcs ...
 
I know, I do that, but it just exports with 1875 as animtime.

I explained the problem, and Rifleman explained to me how to fix it in

this post
 
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