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.
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.
About the author
Associate Logan Foster
perPixel Studios
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