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What's the best practice for tweaking animation speeds

polycounter
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rollin polycounter
Hello everyone!

Ok what do I mean? 
Say, I have a sword attack animation in game.
And now the "designer" wants to makes the preparation section shorter (== faster), the actual swing even faster and then the sword should stay in place just for a moment before retracting.
So in short: making the animation "snappier".

Now beside the design point - how is the best way to do these changes technically?

Plan A: Change the animation directly in the animation package (max, maya, whatever)
First problem I see: if you make the swing too fast you might simply run out of frames when using your x-fps setup. Is's just one frame at the start and the next frame at the end of the swing. So you loose any arch that the inbetweens would define.
Solution might be to simply using more frames for an animation and increasing the fps playback

Or I could build the animation more evenly in the animation package - to have enough frames to define the motion paths - and then do the speed "design" by somehow applying speed-curves to the animation ingame. 

Or something I didn't thought of yet.

Anyone with some insight?
Cheers :)

Replies

  • monster
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    monster polycounter
    I pretty much do all of that.
    1. Use the speed modifier in Unreal or Unity to make the animations faster.
    2. Break up the animation in to several sequences (SwordCharging1 Loop, SwordSwing1, SwordCharging2, SwordCharging2ToIdle, and so on) I do this instead of the "Speed Curve" thing you mentioned.
    3. Animate at 60fps to be able to do a proper arc in the swinging animation.
    4. Edit the animation to be snappier.
  • rollin
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    rollin polycounter
    It is so nice that you're always here to help me out ;)
    Ok then I'll first will switch to 60 fps for my animations and try to implement a curve-based animation-speed-multiplier in mecanim. 
    Only breaking the animations up into smaller sections feels bit.. cluttery? On the other hand it's straight forward.. I'll see.
    Anyhow - and as usual - big thx Juan! \o/
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