| 07-25-2007, 07:17 PM | #1 |
Hi there I got problems with animations in milkshape. The first animation looks always ok. But the next one after testing in game looks kinda bugged (looks like its missing geosets or key-frames) Im using: WAR III mdx exporter and zero joints I even tryed to make 2 models. One with Stand animation, and Seckond one (same) with Walk animation. Then i tryed to transfer animations with Oinkerwinkle's Tool. And there was same resoult... Anyone know how to fix that ;O? |
| 07-25-2007, 07:24 PM | #2 |
Comment "Linear" in every bone, then export. The bezier interpolation (default) doesn't always come out successfully. |
| 07-25-2007, 08:09 PM | #3 |
Well... Now it looks little better :) but there are still some annoying bugs. Got questions: Should I make space between 2 animations using keyframes? How many keyframes should one animation have? im using 60? is it ok? |
| 07-25-2007, 08:27 PM | #4 |
I always leave five frames between sequences. Depends on the length of the animation. Most attacks and spells in Warcraft are between one and two seconds -- that's 24 to 48 frames in Milkshape. Stands can be a lot longer, and walk speeds can be adjusted in-game. |
| 07-25-2007, 09:15 PM | #5 |
To best time your animations, look at reference for whatever you're animating and try to count how many seconds/fractions of a second the movements take (either with a stopwatch or inside your head) and convert it into frames (multiply by how many fps you're animating). For example if you want to animate a humanoid attacking, use yourself as a reference and try to do the exact same movement. Let's say it takes around 0.8 seconds. If you animate at 24 fps then multiply 0.8 by 24 and so you get 19 frames. Of course this will be subject to change if you want to tweak the animation (and you most likely will). |
