I know I asked about world spaces/parent spaces before, and I was able to use them to get foot placement to stay about where I wanted when the body offset/root was in motion, but does anyone know how I can get a bone or set of bones to rotate around a specific point in general?
I also can’t seem to even select world space when working in layers.
In this anim sequence, I want to pivot the feet around where the balls of the feet would be. Rn I have the right foot manually rotated, and manually translated to the approximate location. But it looks kinda strange. I’m sure there’s a better way that is simpler and more consistent.
I’m also having trouble with getting the layers to do what I want. The “idle” animation is just bobbing back and forth a bit, but the punch layered on top looks a bit strange since the movement is still going. When I use override, the model disappears. When I use absolute, it looks terrible.
I tried duplicating the base layer so that I could mess with the weight without messing with the original anim too much, but it still doesn’t look right.
(with absolute)
(with duplicated layers and weight changes on the base layer on frames where the punch is playing)
I’m just trying to get the bobbing to not be present when the punching animation layer is playing.
If I just have to copy paste the posing and just manually get rid of the bobbing, that’s fine. I might just be not understanding how to use layers properly.
I don’t have an answer as I’m still learning as well, I’ve been trying to figure out how to bend the knees for natural movement. Have you tried making a blend of the two animations? Pretty sure you have as your animations seem more complex than mine currently, but I thought I’d ask.
Otherwise hopefully this response will move this thread up and garner attention from someone with more experience that can help.
Edit: Also I think that backwards “retreat” from the punch looks weird because it’s barely too fast. It almost look like it skips. Pretty sure that whenever I reach out with my hand whether or not I’m punching, my torso ends up rotating with my hand for more distance before pulling back.
Thanks for the reply! I was using the pivot tool incorrectly when I looked at it originally, so that’s why I didn’t really think to use it when creating this post.
As far as blending them, I’m using animation layers to get that blending effect, but I’m not sure I’ll keep using that method.
My animation still need refinement, but I feel like using the tool helped for what I needed. As far as the skipping, that may just be the snipping tool just not recording in that good of quality.
As far as bending the knees for natural movement, I have found that as long as you’re using the foot ik bones, you can just focus on where you want the feet and the body control and the knees will usually go to where they need to. But you can adjust them by pitching them in an out if the position is a little strange. So far I haven’t had to mess with them too much.
This is all I have so far after several days (I’m still super slow at it and I end up having to redo a lot of things,) and I still get the issue of feet sliding around/not feeling like they’re planted in the world, but using the pivot tool has helped minimize the jankiness.
(Also, sorry about the music in the previous clips! I did not notice that the snipping tool was also recording audio)
Honestly I didn’t even notice the music. Your animation is looking more impactful, now there’s something weird about the bend of the furthest back leg. Still better than my couching animation that I’ve been working on. My progress is also slow, so you’re not alone in that.
Also how are you editing the animation so well? I’ve been using level sequencer to create and play the animations, I find it very annoying though to adjust a previous stage of an animation that has a key for that moment already existing.
You can record with the Snipping Tool? Learning something new everyday.
If you don’t mind me asking what kind of game are you trying to make?
Thank you! I don’t really have a steamlined process for the animations, but I guess I’m just going from pose to pose, seeing how the sequencer animates it, then making adjustments to fix things like bones pathing in strange ways. I try to start out by giving myself a lot of space to work with, like frame 1 is standing, frame 15 will be the anticipation, frame 45 will be the main pose, frame 60 will be the wind down, and finally frame 75 will be the original starting pose or something like that. That way I can just reduce the time between the keys until they feel right. idk if that’s actually an efficient way of doing things though. Then after that, adding polish by increasing or decreasing how exaggerated the poses are.
What do you mean “to adjust a previous stage of an animation that has a key for that moment already existing.”
If I’m understanding correctly, then using key snapping may help, but I’m not sure.
I don’t exactly know just yet, I keep going between something like a hack n slash or stylish fighting game like dmc or bayonetta, or an action rpg like kindgom hearts. I wanted to work on animations so I had some basic moves to work with when making blueprints buuuut I ran into some obstacles. Instead of not making progress there, I’m taking a break to look into creating environments with pcg stuff.