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…
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…
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,…