Hey Polycount.... So I've started a game with a fellow artist and an engineer. We're quickly learning a lot about our weakness' in some areas, one being animation. I've been tasked with taking the lead on animation and it's been quite fun learning how to rig and animate. However it's going slow. So we made a decision to…
Imo it doesn't worth the hassle to capture mocap, then export it to your 3d animation software, then edit it... too much wasted time. If you really need reference, then just get off your chair and act your animation. When I was just starting my path in animation, I was doing it all the time and it definitely helps. And it…
yeah using the ipi stuff just gives you a floaty mess that lacs any kind of inpact or character.. I guess what you could use it for is to get a rough timing down, since you're new to animation I'd assume that's one of the difficult parts. capture whatever animation you want.. then delete most if not all keys between…
Hey shxsy, I was in a similar situation to you last year in that we didnt have an animator full time and needed a quicker solution, I also used IPI and found it had its uses. I think it depends what you are using it for, like thatanimator said traditional animation is always going to give you better results and it might be…
Hey shxsy, I was in a similar situation to you last year in that we didnt have an animator full time and needed a quicker solution, I also used IPI and found it had its uses. I think it depends what you are using it for, like thatanimator said traditional animation is always going to give you better results and it might be…
What you describe is normal for homemade mocap. Even professional studios with expensive hardware still need to clean up data. Homemade solutions produce much worse data and it not worth it to sit there doing one of the most boring thing in whole gamedev - cleaning shitty mocap I'd say - do animation yourself, it will soon…