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…
I pretty much do all of that. * Use the speed modifier in Unreal or Unity to make the animations faster. * Break up the animation in to several sequences (SwordCharging1 Loop, SwordSwing1, SwordCharging2, SwordCharging2ToIdle, and so on) I do this instead of the "Speed Curve" thing you mentioned. * Animate at 60fps to be…
It is so nice that you're always here to help me out ;) 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…