Author Topic: Custom Animations Project  (Read 23598 times)

that is exactly what I would do.


Corporation, mind giving it a try? Maybe some fresh blood working on this would help.

Update: Problem is 75% diagnosed on my end of the line. For real this time.
I've figured out a way to determine each bone's exact, dead-on rotation relative to the actual model, as well as figuring out a way for it not to be a cluster of confusion.
Unfortunately, recent happenings have made my life significantly busier, so progress will slow on this. I'd love to release a tutorial on how to fix this but I'm afraid you'll all just want the fixed model rather than me explaining all my hard work... so it will be at least a month, but animations are on there way, everybody! :)

-EpicFrySauce

Alright guys, I've fixed it, but as Khepri said,

We're trying to fix it not make it a clusterforget.

And although I've fixed everything I need to make my own animations on weapons, my solution isn't for the faint of heart, I'm afraid that if I can't fix it so it's easier to understand, it's almost as good as dead. Oh well, at least I have it. :)

so far you haven't really been helping at all. instead of posting how you "fixed it :)" how about you show us what exactly you did to make it work, even if it is a mess. the whole point of this is to achieve something that wasn't successfully done before, even if it is a bad method, it's still something. others can work off that something to hopefully get something else.

show us what exactly you did to make it work, even if it is a mess.

Oh it's a mess alright, but here is what I have. Using the methods I've come up with, I'm able to animate whatever I want... but I'm working on a better way that people actually understand.

you seem to be pretty chill lol.

the problem is still that you have to rotate it opposite. couldn't you just recreate the bones and rotate them to match the imported ones, then adjust the roll?

Head I Have Such A Great Idea!
Instead Of Crouch Going Into Prone, Into A Actual Crouch :D

Head I Have Such A Great Idea!
Instead Of Crouch Going Into Prone, Into A Actual Crouch :D

Ooh good idea!!! That's definitely something to work on.

you seem to be pretty chill lol.

the problem is still that you have to rotate it opposite. couldn't you just recreate the bones and rotate them to match the imported ones, then adjust the roll?

Thank you! But... nope, because that would mean re-creating the model instead of just animating... believe me, I tried it. But rather, I've created a second set of bones to act as displacement bones to normalize everything again. In blender (just for visual aid, does not affect the actual model)

So... if I were to fix each arm and hand and slap on the label "Partial fixed player model v0.1" would you guys accept that? I found a way to visually offset the starting rotation so it doesn't get all weird and confusing (using a clever second armature system)

I currently only need arm and hand movements, but eventually i would hope it would get expanded to feature more bones (torso and neck, then legs, then less important stuff)

I currently only need arm and hand movements, but eventually i would hope it would get expanded to feature more bones (torso and neck, then legs, then less important stuff)

Okay so after some more displacement tests I've located 11 bones that get thrown off when I modify the left arm (right arm is strangely fine) the bones that are messed up are like the mount points and stuff, so I've been working on those... I'll have a usable model out soon.

Custom boneshapes is how I was doing it, it seemed viable so anyone who wants to work on it should.

Custom boneshapes is how I was doing it, it seemed viable so anyone who wants to work on it should.

And just what exactly do you mean by "custom boneshapes?"