don't forget about additives :) you could get away with a shorter 90 frame animation and then have another 90 frame animation with some "noise" and have it mess with the base animation on an additive layer :) ez I've taken the lazy way out a few times on a current project and made around ~300 frame long idles, but then…
I'm trying to make a more natural and fluid animation for my idle states in first-person weapon models. Everything that i tried looks very stiff and repetitive... i mean, i can detect the patterns and the loop. Does anyone recommend any technique for this? Do you guys use some kind of random natural noise in the curve,…
Thanks for the feedback guys! Do you create alternatives for the "walking" animation as well, to create more variation? Do you guys recommend any learning material on the subject?
if you are strictly talking FPV, the visible movements are only from torso and arms, same idle breaks can be applied with filters It's something that animator, programmer and designer have to work out in collaboration really. Best way to learn it is open up some sample character/actor assets from Unreal or Unity or some…
you can't do much about the repetitiveness without very long loop cycles (like 1886); but it's unlikely anyone will sit still long enough in an FPS to see it. A lot of times there are idle breaks (checking gun, looking around, etc), short loops that randomly play during idle to break up the repetitiveness. As far as pop…
What Hito saying is right on the head. Realistically, I find my idles to be on average anywhere from 90-360 frames, depending on what I'm doing, and then I'll go in with a bunch of fidget animations and hook them up to break the repetitive nature of the idle. A super large cycle could work, but realistically you can also…
As have been mentioned, you either need a rather long loop, or you need a short generic one. If you go with the long one, try to stay away from big and distinctive movements. You can put those in randomized loops instead. If you go for a short-loop approach try to just make the character breathe. On 30 fps a 180 long…