Author Topic: Pivot animations, post your animations here.  (Read 8631 times)

So I figure it out how to make the key frames and everything, when exporting, it just exports like this.


TISFAT Zero is really, really nice, but I can't animate at all in it. The walk animations I make just look ridiculous. And I can't show a GIF, since the program freezes about halfway through rendering until it finishes, and then half the animation is missing.


Where did these come from?






TISFAT Zero is really, really nice, but I can't animate at all in it. The walk animations I make just look ridiculous. And I can't show a GIF, since the program freezes about halfway through rendering until it finishes, and then half the animation is missing.
Yeah like the the physics of the body is awesome and how it automatically "fills in the gap" but animating with it is so loving hard because if you move a body part the wrong way, who whole body goes with it.

Few more animations I made:







I have a problem with forgetting to delete sprites before it is too late. Oh Well.


So I figure it out how to make the key frames and everything, when exporting, it just exports like this.


I'm not entirely sure why this happens; I'll look into it

???
stuff. Forgot lol. Was busy with work.

On it now
« Last Edit: March 05, 2015, 06:49:56 AM by Evar678 »


TISFAT Zero is really, really nice, but I can't animate at all in it. The walk animations I make just look ridiculous. And I can't show a GIF, since the program freezes about halfway through rendering until it finishes, and then half the animation is missing.
Yeah, it seems like something actually screwed up somewhere in the source.

Interesting to see people showing interest in the program, I might actually fix it up in this case.
Thanks! ^-^

It's still in early alpha, technically speaking. I could spend a couple weeks ironing it out to be used for proper animation

Yeah, it seems like something actually screwed up somewhere in the source.

Interesting to see people showing interest in the program, I might actually fix it up in this case.
Thanks! ^-^

It's still in early alpha, technically speaking. I could spend a couple weeks ironing it out to be used for proper animation
Is it possible to make the limbs move with the physics but only the limbs? Like It's super hard to get the right position without loving the whole body up. Also having the last keyframe of the animation should automatically set to the previous keyframe every time you make a new one. It's weird seeing your animation go then everything drifts to the middle when you're just previewing it lol.

Few more animations I made:
I have a problem with forgetting to delete sprites before it is too late. Oh Well.
1st, bullets go much faster than that lol.
2nd, don't use sprites, they don't go well with anything.
3rd, you're good at the smoothness, now work on the natural positioning of bodies, it looks awkward at points.
4th, don't ever use backgrounds like that, it doesn't match at all.

I see potential.

Is it possible to make the limbs move with the physics but only the limbs? Like It's super hard to get the right position without loving the whole body up. Also having the last keyframe of the animation should automatically set to the previous keyframe every time you make a new one. It's weird seeing your animation go then everything drifts to the middle when you're just previewing it lol.
Hold ctrl and left click a joint to lock/unlock it. Note that this doesn't work 100% properly, but for these purposes it does

If you're moving the arms then lock the neck joint
If you're moving the legs then lock the hip.

If any of the parent's children joints are dragged, then IK won't pass through the locked parent, however if you drag a joint and one of it's children are locked, then it functions as if it wasn't locked at all, so.
This is probably the most major bug in T0. (Besides you know, crashing.)

Haven't found anybody good enough at math to fix this

Also, regarding the gif exporting - I'm pming you with a link to an updated version, I'm not entirely sure what bugs there are in this (but there shouldn't be anything noticeable compared to the current version).

If exporting works then I'll push the update to the auto updater
« Last Edit: March 05, 2015, 01:57:47 PM by Evar678 »

I hate double posting

However, the tutorial's done
https://www.youtube.com/watch?v=RBBEz8WzeZ0&feature=youtu.be

I'm sorry if I'm difficult to understand at points, I'm not a huge talker unless I'm streaming. Video's still processing, so quality will be potato until youtube finishes doing magic with the file.

I did forget to mention one thing: You can right click and drag on the canvas to drag the entire figure, there's also some options if you simply right click the canvas. Sometimes you might have to left click on a joint on the figure for the right click drag thing to work.
Right clicking a keyframe allows you to set the figure's position to the previous/next keyframe
Also, the object properties dialog works for just about every type of stick you can add.
« Last Edit: March 05, 2015, 03:06:11 PM by Evar678 »

That tutorial is quite nice! That lighting system is awesome too, I didn't quite figure out how to use it (I've used the original TISFAT, and was disappointed when TISFAT 2 was abandoned). If you want, I can make UI elements for you.

EDIT: Just played with locking in TF0; it seems to work perfectly, or maybe I'm not quite sure what the intended functionality is. I have noticed that if you move one locked joint, all joints will behave as if they were unlocked.
« Last Edit: March 05, 2015, 03:19:42 PM by TristanLuigi »

Just played with locking in TF0; it seems to work perfectly, or maybe I'm not quite sure what the intended functionality is. I have noticed that if you move one locked joint, all joints will behave as if they were unlocked.
You can only lock 1 joint at a time due to my lack of understanding of how to implement 2+ joint locking. I simply couldnt figure out a way, though with the help of port that might be changing. Moving the locked joint is intended, yes