I’m only on day 2 of learning animations, so I hope this isn’t a dumb question…
If I have a running animation, how can I time the key frames in a way that will give a realistic look?
I made a crouching walk animation, and the a crouch speed of 300 doesn’t match up. So, would I tweak the speed until it matches the animation? Or would I increase the animation speed if I want to crouch walk faster?
Isn’t there some fancy math I could do? For example, if it takes 10 frames to take a step forward, then it will compliment a walk speed of 400.
Animate the character that he actually walked 3m in 1 second (30 fps) in your programm. You can variable this so that the animation doesn’t look too slow/fast e.g. 1.5m in 0.5seconds etc.
Delete the root bone keyframes so that your character walks in place again.
The downside with this approuch is, that is quite cumbersome to retweak the animation.
When i make e.g. walk/run cycle and after importing into game it doesn’t fit its movement speed, i just watch feet of my character - if they’re sliding on the ground, i change animation scale (speed) in UE, until it behaves realistically. Maybe it’s not a perfect solution if you have very “mismatched” animation speed, but works for me.
Instead of deleting root bone animations, create an animation layer on top of your current animation and adjust it to stick in place… that way you get to keep your hip movements if your hips are part of your root