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
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/