Game Development Community

DSQ/Blending issues

by Jon Jorajuria · in Artist Corner · 04/03/2006 (1:03 pm) · 1 replies

I am stuck on this one, I have some nice animations and I am running into an issue. When the character is in game running and I do a melee thrust, the leg animations from the thrust override the run animation thus causing the legs to stop moving until the animation is complete. I have tried blended, and non blended with legs that are animated and with them not animated...I always get the same results.

Does anybody have any tips on how to animate melee while a player is running so it looks seemless? I am running Max 7.0 with the torque skeleton.

I am also willing to pay for animation help, I am on a tight deadline...I just need the animations to be exported properly.

Thank you in advance.

#1
04/03/2006 (3:22 pm)
If an animation isn't told to be blended then it will take control over what is happening on the model. Thus you can get some jerky results where it looks like things are "popping" and jumping to new positions. This is why we usually only want certain animations to not be blended and in these cases these animations serve as the "root" that other animations build onto.

IE) Root, Foward and Backware are all non-blending animations that serve as a root

When working with blended animations you want to be especially careful how you model them because everything is additively combined in the engine. This is why most people try to build blend animations from the root/static pose so that it minimizes wierd offsets flying in.

Me personally I try to really avoid having both upper and lower body animations in a blended animation and when I do have to have the two I try to have very subtle lower body movements so that it can blend in nicer with say a forward or backwards movement.

Logan