Yuuen Posted April 4, 2017 Posted April 4, 2017 So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015.
t.ara Posted April 4, 2017 Posted April 4, 2017 Hi, maybe you will do that by the "FNIS Generate" procedure....you have your "list.txt" file inside of your Animation Folder and there inside you Need to tell every Animation, if it is going to be a furniture, single shot or repeat and so on... In your Animation creation Software, all the animations will have a beginning and an end. You decide yourself, if you have a Loop or not...for a Loop you Need to copy the first "set"-key (first Frame) also to the last Frame, so that you will have a Loop without error (shutter/jump of Frame). You Need to store that parts by selecting the bone you have animated and afterwards you will be loading that back into the Animation to get all the keys for the bone behind each other (the Interpolation of movements (Frame by frame) has to be filled before you Export an Animation).... YOU Need to read the guide from FORE about Animation definitions and then have a look at Animation-mods! Hope this helps So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015.
Yuuen Posted April 5, 2017 Author Posted April 5, 2017 Hi, maybe you will do that by the "FNIS Generate" procedure....you have your "list.txt" file inside of your Animation Folder and there inside you Need to tell every Animation, if it is going to be a furniture, single shot or repeat and so on... In your Animation creation Software, all the animations will have a beginning and an end. You decide yourself, if you have a Loop or not...for a Loop you Need to copy the first "set"-key (first Frame) also to the last Frame, so that you will have a Loop without error (shutter/jump of Frame). You Need to store that parts by selecting the bone you have animated and afterwards you will be loading that back into the Animation to get all the keys for the bone behind each other (the Interpolation of movements (Frame by frame) has to be filled before you Export an Animation).... YOU Need to read the guide from FORE about Animation definitions and then have a look at Animation-mods! Hope this helps So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015. The animation is currently a single-file replacer for mt_idle, which means FNIS isn't involved and i don't specifically need to do anything. I understand how to annotate it for use and exporting an animation, my question was basically if I can use those annotations or otherwise to create a loop point within the animation creation software, rather than having to over-complicate it with splitting the file and adding it custom through FNIS.
t.ara Posted April 5, 2017 Posted April 5, 2017 hi "idle" is always been looped...so I think I do not understand your question. Hi, maybe you will do that by the "FNIS Generate" procedure....you have your "list.txt" file inside of your Animation Folder and there inside you Need to tell every Animation, if it is going to be a furniture, single shot or repeat and so on... In your Animation creation Software, all the animations will have a beginning and an end. You decide yourself, if you have a Loop or not...for a Loop you Need to copy the first "set"-key (first Frame) also to the last Frame, so that you will have a Loop without error (shutter/jump of Frame). You Need to store that parts by selecting the bone you have animated and afterwards you will be loading that back into the Animation to get all the keys for the bone behind each other (the Interpolation of movements (Frame by frame) has to be filled before you Export an Animation).... YOU Need to read the guide from FORE about Animation definitions and then have a look at Animation-mods! Hope this helps So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015. The animation is currently a single-file replacer for mt_idle, which means FNIS isn't involved and i don't specifically need to do anything. I understand how to annotate it for use and exporting an animation, my question was basically if I can use those annotations or otherwise to create a loop point within the animation creation software, rather than having to over-complicate it with splitting the file and adding it custom through FNIS.
winny257 Posted April 5, 2017 Posted April 5, 2017 So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015. why make? I own already for years so an animation, Looping forward and backwards. The rotation works even with a weapon in the hand, This will when jumping at the body guided, so front before the breast.
TheOniNinja Posted April 5, 2017 Posted April 5, 2017 I think I understand what you're trying to accomplish and have some bad news: You want your idle to have a transition sequence of some sort before it starts looping, correct? Similar to how when you sit in a chair your character sits down and then starts to play a looping sit idle. Unfortunately, as far as I know it's not possible to have a single animation .hkx with both a non-looping sequence and a looping one. You need something to trigger the transition animation and then fire the looping animation afterward, like sitting on a piece of furniture. The best compromise I could think of would be having a much longer animation that opens with the transition animation, plays the loop through a number of times (just copy the keyframes) and then naturally returns to the transition after a while to start again. Sorry if that's not much help, I haven't learned much about animating for Skyrim because I'm arse at it. It seems to me that all animations are full loops by default and the only things that stop them from doing so are having their duration set to the same length as the animation or triggering a new animation. I could be wrong on that, but that's been my experience with replacing the mt_idle with other action animations for screenshot purposes. Maybe someone else with a better understanding of Skyrim's animation properties can offer a more elegant solution. Good luck!
Yuuen Posted April 6, 2017 Author Posted April 6, 2017 I think I understand what you're trying to accomplish and have some bad news: You want your idle to have a transition sequence of some sort before it starts looping, correct? Similar to how when you sit in a chair your character sits down and then starts to play a looping sit idle. Unfortunately, as far as I know it's not possible to have a single animation .hkx with both a non-looping sequence and a looping one. You need something to trigger the transition animation and then fire the looping animation afterward, like sitting on a piece of furniture. The best compromise I could think of would be having a much longer animation that opens with the transition animation, plays the loop through a number of times (just copy the keyframes) and then naturally returns to the transition after a while to start again. Sorry if that's not much help, I haven't learned much about animating for Skyrim because I'm arse at it. It seems to me that all animations are full loops by default and the only things that stop them from doing so are having their duration set to the same length as the animation or triggering a new animation. I could be wrong on that, but that's been my experience with replacing the mt_idle with other action animations for screenshot purposes. Maybe someone else with a better understanding of Skyrim's animation properties can offer a more elegant solution. Good luck! I think that's probably what I'm gonna have to do because I'm not seeing any way of doing it with what I though could do it. So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015. why make? I own already for years so an animation, Looping forward and backwards. The rotation works even with a weapon in the hand, This will when jumping at the body guided, so front before the breast. I have no idea what you're talking about
Yuuen Posted April 6, 2017 Author Posted April 6, 2017 hi "idle" is always been looped...so I think I do not understand your question. Hi, maybe you will do that by the "FNIS Generate" procedure....you have your "list.txt" file inside of your Animation Folder and there inside you Need to tell every Animation, if it is going to be a furniture, single shot or repeat and so on... In your Animation creation Software, all the animations will have a beginning and an end. You decide yourself, if you have a Loop or not...for a Loop you Need to copy the first "set"-key (first Frame) also to the last Frame, so that you will have a Loop without error (shutter/jump of Frame). You Need to store that parts by selecting the bone you have animated and afterwards you will be loading that back into the Animation to get all the keys for the bone behind each other (the Interpolation of movements (Frame by frame) has to be filled before you Export an Animation).... YOU Need to read the guide from FORE about Animation definitions and then have a look at Animation-mods! Hope this helps So I've watched and read a few tutorials, made a bunch of test animations to get used to the process and now I'm finally getting into making stuff that I'd want in my game (and maybe down the line when I get better, release on LL). But what I haven't really been able to find out more on is animation "instructions", specifically at the moment I'm making an idle, it has a start up phase where it gets in position and after which, loops. How do I go about setting "loop start" and "loop end" points so it doesn't just loop the whole animation? I'm using 3ds Max 2015. The animation is currently a single-file replacer for mt_idle, which means FNIS isn't involved and i don't specifically need to do anything. I understand how to annotate it for use and exporting an animation, my question was basically if I can use those annotations or otherwise to create a loop point within the animation creation software, rather than having to over-complicate it with splitting the file and adding it custom through FNIS. Yes, the whole animation file. I was asking if there was a way to choose where the loop starts within the animation. E.g 30-60 frames of setup, get in position. 270-240 frames of idle animation that is looped. Without it looping the first 30-60 frames.
t.ara Posted April 6, 2017 Posted April 6, 2017 That´s exactly the way to create animations! I think I understand what you're trying to accomplish and have some bad news: You want your idle to have a transition sequence of some sort before it starts looping, correct? Similar to how when you sit in a chair your character sits down and then starts to play a looping sit idle. Unfortunately, as far as I know it's not possible to have a single animation .hkx with both a non-looping sequence and a looping one. You need something to trigger the transition animation and then fire the looping animation afterward, like sitting on a piece of furniture. The best compromise I could think of would be having a much longer animation that opens with the transition animation, plays the loop through a number of times (just copy the keyframes) and then naturally returns to the transition after a while to start again. Sorry if that's not much help, I haven't learned much about animating for Skyrim because I'm arse at it. It seems to me that all animations are full loops by default and the only things that stop them from doing so are having their duration set to the same length as the animation or triggering a new animation. I could be wrong on that, but that's been my experience with replacing the mt_idle with other action animations for screenshot purposes. Maybe someone else with a better understanding of Skyrim's animation properties can offer a more elegant solution. Good luck!
D_ManXX2 Posted April 6, 2017 Posted April 6, 2017 if it was blender you where using you will need to do that in the dopesheet. older blender you needed to ad that in the text editor and add where the loop would begin and where would end. as for 3dmax no idea. have you tried this tutorial from youtube for 3dmax ?? I think in the graph editor track view / curve editor is where you need to edit where the loop starts and loop ends. or whole animations looping.
winny257 Posted April 6, 2017 Posted April 6, 2017 Sorry, that you did not understand it, I do not speak English, it is hard to find the right words.OK, one more time, I own a rotating (Loop) jump animation.Here these gifs are similar, only in my animation is still a saltomortale incorporated. this but without Ski
Yuuen Posted April 9, 2017 Author Posted April 9, 2017 if it was blender you where using you will need to do that in the dopesheet. older blender you needed to ad that in the text editor and add where the loop would begin and where would end. as for 3dmax no idea. have you tried this tutorial from youtube for 3dmax ?? I think in the graph editor track view / curve editor is where you need to edit where the loop starts and loop ends. or whole animations looping. Not exactly what I meant but that has given me some insight to make what I was going to do easier, thanks. Sorry, that you did not understand it, I do not speak English, it is hard to find the right words. OK, one more time, I own a rotating (Loop) jump animation. Here these gifs are similar, only in my animation is still a saltomortale incorporated. this but without Ski I don't mean to sound rude, but what does that have to do with anything?
winny257 Posted April 9, 2017 Posted April 9, 2017 This is strange, this was your thread name *Making an animation "loop from" a point.*When I translate this text, Then I understand thereby a jump from a point!Loop is for me translated into German *Looping = Jump*!And my animation is such a loop. But so as it looks, You do not need this animation. Good luck when creating your own.
Yuuen Posted April 10, 2017 Author Posted April 10, 2017 This is strange, this was your thread name *Making an animation "loop from" a point.* When I translate this text, Then I understand thereby a jump from a point! Loop is for me translated into German *Looping = Jump*! And my animation is such a loop. But so as it looks, You do not need this animation. Good luck when creating your own. Ahh the language barrier strikes again, sorry about that lol
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