Just some random thoughts, maybe you should try it out see if that changes anything. . Include frame 65 in your fbx export. When I tried to remove the last frame of my run animation to have something that loops perfectly, that's when I noticed some hicup in my cycle. Not sure if I was hallucinating, but who knows, maybe…
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when…
thanks! i think he's getting there at long last! thanks to you too! yeah, i thought it was something like that, but couldnt make *ANY* progress on it fixing it - tried using maya's namespace editor, merging in the referenced file...yadda yadda, nothings worked so far. Not being a technical, or any sort of animator i'll…
sooo, got pretty derailed due to life stuff, so i was pretty sure i missed the deadline...then it turns out its been extended to the 15th! Which is great, but i *still*dont think i'll have this finished by then - anyway here's what i've been up to...i'll cross my fingers and see how much i can get done before the finish!…
thanks, i think the flying thing could look pretty good in the hands of a decent animator! any particular reason youre not keen on the character though? if theres something i'm doing wrong then fire away!
in short there's no "attachment points" that i'm aware of - the courier is made from scratch. I've got a link a maya anim file if thats any use Unfortunately its a bit messy - i'm not a rigger/tech artist, so things are very rough and untidy https://dl.dropboxusercontent.com/u/452461/mok-help_flying_idle.zip
Courier's looking great pixelherder. To get the referenced animations working ingame you need to make sure all the bone names are matching. Either change you reference settings so it doesn't alter any bone names, or just rename the bones before export (easy in max, not sure about maya's rename tools).
Ok, i think between your and Goldo's feedback, i've got a really great hit list to tackle. So over the next couple of days we'll see if it bears any fruit! Also asked on the dev comments, and uploaded some more of our anim files - it'd be great to get a bit of tech support straight from the source, but i dont know how…
Went away for a few days on a much needed break - but back in the saddle again. Been a frustrating day - discovered an issue with using referenced animation/rigs in maya, the issue being i couldnt get them to work. Which is a *bit* of a problem. Slightly clunky workaround involved copying/pasting the animation from one…
Very cool! Two things though: 1) On the ground_run animation, the bagpipes and arm are stuck in worldspace a bit, they are missing weight and are not reacting to the movement of the torso. 2) Bring out the face more - separate the face from the hair in terms of color space. The whole body is in more or less the same color…