Game Development Community

Animation at two different speeds?

by Joshua Walker · in Artist Corner · 10/13/2007 (11:05 pm) · 4 replies

I'm animating my character in Blender. She currently has both a walk and a stand animation. Both of these are 20 frames long in blender. The walk animation is your typical walkcycle and the stand animation is her standing and slightly "breathing". (So she doen't look so static when she stands.)

The problem is when I play the animations is ShowTool, they are much too fast. For the walk animation I have to slow it to .5 for it to look correct. For the standing animation I have to slow it down to .2 or else she looks like she's having a seizure.

I want to animate her run cycle next, but I have a few questions.

In Torque proper, can I set the animation speed like in ShowTool? (My guess is yes.)

Can I have two different speeds of animation for one character. (My guess is... maybe)

Lastly, can I easily switch between a run and walk cycle with a bound key with less than 100 lines of torquescript?

#1
10/14/2007 (1:28 am)
...
#2
10/14/2007 (2:13 am)
I knew you were a robot!

I guess I'm a bit stuck. I assummed that all the actions had to be a particular length. If I extend the animations out to slow them down, I'm going to need different lengths of time for cycle each animation. The walk animation needs to cycle every two seconds. The stand animation cycles every 4 seconds , and the run animation cycles once a second. When switching actions, the "window" (start/end animation point) is the same. Is there any way to change that?

Let me lay this out proper, I think I just confused myself.

Walk - 40 frames of animation
Run - 20 frames of animation
stand - 80 frames of animation

How do I export that? I've just been making everything 20 frames and hoping I can change the animation speed in Torque itself.

Also, by looking at the other converstaion, I just can't assign my model as the "player" and then assign the "walk" animation when I want to go forward? I don't know what a "ground frame" is. I've just been running my character in place in blender like she's on a conveyer belt. The idea was if the game was toggled for "run" I would speed up the distance travaled and use the "run" animation. If "run" was off then I would have the model cover less distance walking foreward and swich to the "walk" animation. I would tweak the speeds to minimamize foot slipping on the ground.

I've only done exports into Showtool and haven't put the model into torque proper yet. I don't plan on using the standard animations. (For example, "side" and "jump" will not be used). Am I approching this wrong?
#3
10/14/2007 (9:57 am)
...
#4
10/14/2007 (11:43 am)
...