Author Topic: Custom Animations Project  (Read 23586 times)

And just what exactly do you mean by "custom boneshapes?"
Do you not know how to use custom shapes?

Do you not know how to use custom shapes?

Are you talking about shape keys?


No.

OH custom shapes! Haha sorry, I just never use that term because I'm beyond that level, every shape I make on blender is custom. :P

OH custom shapes! Haha sorry, I just never use that term because I'm beyond that level, every shape I make on blender is custom. :P
That's not what I meant. I mean custom shapes for bones, if you don't know how I'll gladly link you to a tutorial since I dont feel like explaining it. Edit: Actually I'll just link you to one seeing as you'll probably get confused and won't be able to find your way to Google. http://www.youtube.com/watch?v=YyAa4FKwvG8
« Last Edit: January 25, 2012, 09:50:33 PM by Khepri »

Custom boneshapes is how I was doing it, it seemed viable so anyone who wants to work on it should.
That's just visual stuff. I doesn't affect the animations in any way as far as I know.

That's just visual stuff. I doesn't affect the animations in any way as far as I know.
Exactly. Re arrange bones into the clusterforget that they are
so they can work. Then use boneshapes to make them all nice and tidy and like an actual player. To do this you'd have to be in edit mode though.

Exactly. Re arrange bones into the clusterforget that they are
so they can work. Then use boneshapes to make them all nice and tidy and like an actual player. To do this you'd have to be in edit mode though.

Exactly! I brewed up a slightly different method a few weeks ago but it works in essentially the same way, I've just had to juggle with the stupid weird rotations now. I assume you're finding the default bone offsets from that video I posted?

Huh, so like, breathing animation (there is none but that would be awesome), idle animation, walking animation and attack animation can be improved?

Huh, so like, breathing animation (there is none but that would be awesome), idle animation, walking animation and attack animation can be improved?
Everything can be improved and new animations can be added.

Exactly! I brewed up a slightly different method a few weeks ago but it works in essentially the same way, I've just had to juggle with the stupid weird rotations now. I assume you're finding the default bone offsets from that video I posted?
I haven't worked on it since I originally did lol.


Yes, in fact I would have met my goal for this project a few weeks ago if I haven't been so loving busy.

Edit: Hey... you guys wouldn't mind minuscule inaccuracies, right? Like 0.023 degrees off? You can't really notice it in the game...
« Last Edit: February 02, 2012, 09:08:24 PM by EpicFrySauce »

I don't think anyone cares if the animations are under 1 degrees off.

I don't think anyone cares if the animations are under 1 degrees off.

Alright, awesome. I narrowed what I think is the last bone down to -0.005, -.003, -0.040 in its rotation offset. Now I just put it all together over the weekend... I've done both arms and hands and hooks.