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My first foray into animation. New Animation Update.


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Posted

*EDIT* Ok so all the problems I had were solved. It was a simple naming error.... (facepalm) 

​Animation clip name.... I looked at the CLIP "name" (left side) in s4pe, and typed it in... I should have clicked on the clip in s4pe and copied the "clipname" (rightside) which looks like this "Sierrebrarc:PosePack_201707162033211840_set_1". If anyone has any doubts replace this whole line AnimationClipName1x​, do not keep the 1x.

 

So, in answer to my question I had been asking earlier, you can add key frames at any point on your timeline in any order. (example of order in frame #'s 0, 30, 15, 30 again, 45, 55) You can make changes to any key frame at any time during your work, and save a new key frame over it.

 

The reason one might want to do this? If you are doing an animation where two things need to happen by frame X but one of those actions can't start right away, you will need to add another key earlier as the start point for the second action. Like flipping the bird. You usually wait to the last second to extend the finger. So you make the arm raising animation, and add your key frame X. Back up a few frames, and add another key Y. This will keep the smooth flow of the arm raising animation, and prevent the finger extension from starting until frame Y. Then you go back to key X, add the middle finger raise, and save a new key over it.

 

I looked at the tutorials to see just what kind of nightmare I was in fore. After reading the tutorials, the process nearly made me say well **** that ****! With that said I was inspired to make my test animation something that reflected what I thought of the process modders have to go through to make things work. Now that I know what is entailed, (for the basic stuff) I can say this will be interesting.

 

You might have put two and two together, and figured out what my animation is. I think it's fitting since it's taken me two days to figure out what was wrong. It came down to some constructive hints from R-Lo, and Redabyss then finally examining someone else's package to compare my xml to theirs. I quickly saw the mistake listed above with the naming error, and BAM!!! it worked like a champ!

 

 

So, ​without further adieu.... This clip shows my working animation in game.

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Guest Redabyss
Posted

You could've used this thread but oh well :D http://www.loverslab.com/topic/72023-the-general-wip-thread-for-animators/

So to reply your questions. I believe that the length of your animation has nothing to do with the fact that it isn't playing. You probably did something wrong in the XML, or somewhere else.

I'm not sure what you mean with your following question.

You have to start at frame 0 for any actor, then follow up little by little adding movements here and there. The final frame has to coincide with frame 0 (they need to be the same), to have a perfect loop for the animation.

In the guide in my signature, I believe you can find more detailed instructions than TURBODRIVER's guide, if you didn't read it already :)

Posted

Hey! No problem bout the thread, sharing is caring ;)

 

Glad to see your brain at work as you develop your style, it's pretty different to how I play it but if it makes sense to you then you can make it work,

 

Travelling directly from pose to pose doesn't always work as the limbs will always travel the most direct route,

sometimes passing through the body,

 

I think this is what Dagger was onto with his experimenting,

 

The art of it basically is to work out the timing of one movement to the next in seconds, then add individual frames between to eradicate clipping and add to detail,

 

Sounds like you're well on the way so wishing you the best of British luck!

 

Any problems, just shout!

Posted

True enough about the direct route. But humans tend to be the same way. Think dirt path cutting across a field in the city. Perfectly good sidewalks go unused because they add 20 whole feet to your trip lol.

 

Obviously, as you pointed out, if there is a clipping issue or you need a sweeping motion you can either make the full animation yourself, or tweak the movement after you make the destination key. But it's all a learning experience.

 

*Edit* OH! my next test will be adding a new animation to an existing package. I'm thinking hair pulling and foot stomping  :lol:

Posted

I've procrastinated long enough I guess I'll start that animation now. Anyone else hungry? I need a break from the computer. Gonna go get a snack and watch some tv... XD

Posted

I've taken time to figure out how to get feet back in the original position while moving the body around. With markers it's a lot easier. You may have seen the gif on The general WIP thread for animators. With that out of the way I guess I'll stop procrastinating now and work on the animations to add to the test mod.

 

​Or maybe I should work on a real mod now? But then I have to wait till 9pm.... Kids... lol.

Posted

Sounds like you're finding your way! I just been catching up and the markers are a nice idea :)

 

I've been using the crosshair by left clicking on a point in one frame and moving it back in the next, the gif you posted is very nice and smooth :)

Posted

Yeah the flip flops on the floor worked like a champ! They really did look like flip flops. lol

 

Yeah I'm working on not making keys for all the bones for each point. it really does make it easier to slide keys around and smooth things out. Then again deleting keys in between two points that are close works too lol. (as long as they were part of the same movement)

 

The only problem is I have not seen everyone's animations.. I don't want to just keep remaking what's already out there. Then again I guess I 'll just make what looks good to me and if someone already made one like it people can either choose or use both lol

Posted

It's much better to lock individual bones rather than having too many keyframes :)

 

And don't worry, everybody has a different creative touch and if you end up making something similar then people may use them in tandem ;)

Posted

OK So here's the progress I've made on my new animation. It's 1/10 frames from the first 120 frames, to give you an idea. I'll add more moving and wiggling soon enough.

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Guest Redabyss
Posted

OK So here's the progress I've made on my new animation. It's 1/10 frames from the first 120 frames, to give you an idea. I'll add more moving and wiggling soon enough.

Not bad :D

Posted

OK So here's the progress I've made on my new animation. It's 1/10 frames from the first 120 frames, to give you an idea. I'll add more moving and wiggling soon enough.

 

Just an advice. The sim in game can be a bit fater that the rig we use for animations. The breasts definately are bigger. If you make the animations so that the male touches exactly the skin of the female with this rig, in game his hand will go through her breasts if they are bigger. you need to leave a small gap between the two. 

Posted

Thanks Red.  :) 

 

Thank you too azmodan. Always glad to accept advice. Keep it coming!

 

I had noticed however, the animations move a touch faster in game when I did the flipping the bird animation. This gif is not at normal speed though, it's one frame from every 10 to give a quick look at the progression. Once I have it finished and tweaked to how I like it, I'll check it in game. That way I can adjust it to look normal. I learned to use "S" to spread key frames evenly. Why didn't turbo tell us that trick in his guide on animating? It's very helpful.

 

As for the clipping, I knew it was going to clip. I was just talking to ZeusGuy about that on the General WIP thread that making the animation to fit one body type would cause it to either clip or miss on others. But I won't know how bad it clips till I test it. I'll adjust from there.

 

Zeus was asking if there are modified bodies to represent the different bust sizes. The current clearly being small. If there are I'd be willing to make multiple animation versions. If we tweak the breasts in blender they are not affected in game are they? Maybe I could tweak them to look more like mine in game... hmmm.... My girls have super small waists too though... 

  • 2 weeks later...
Posted

Sorry there haven't been any updates. I needed to play a little and had the idea to make Charlie's house from 2 1/2 men. I think it came out pretty good. Still needs some decorating, but all in all I'm happy with it.

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