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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 15 May 2012, 09:29
by Lucian86
Thanks Manutoo...Could you also provide the .max files with
- backward movement
- forward movement
- left movement
- right movement

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 16 May 2012, 07:19
by manutoo
I just added the anims requested by Lucian86 to : https://www.managames.com/download.php?T ... trikes.rar

I did them with a static central position (ie: the biped actually doesn't move from its current position). It might be much easier to achieve a good result having the biped actually moving, but in such case the biped root movement should be linear ; for example, to move left/right, its X position should be something like this : X = time * Coefficient .
If you achieve such anim, let me know, I'll update the engine to ignore the X/Y movement, so in-game it'll be alright.

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 16 May 2012, 12:49
by Neeky McDeez
@Manutoo,

I'm trying to fix shoulders problems on some of my animations. To do so, I have to import the mesh into my old files which have all meshless bipeds so I can be able to see the problems directly in MAX instead of exporting them to see ingame. How can I do ? Is it possible ?

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 16 May 2012, 21:57
by Neeky McDeez
About 2h strokes
:arrow: How to link the left hand to the racquet.

http://www.youtube.com/watch?v=iTHO5-JnARM
(Turn on the subtitles)

Well, the animators who have already made a 2h backhand know the problem with the left hand because we have to modify it frame by frame to have a descent looking anmation. And sometimes it's not enough because the hand's position is not precise enough. I don't know if it has been posted yet, but here's a solution.
1. Be at frame 0
2. Click on the biped's left hand
3. Go to the "Motion" (#4) panel in the right bar
4. Go to the "Key Info" tab and expand it
5. Expand the "+IK" submenu which will then become "-IK"
6. Click on the right-up white arrow next to the rectangle
7. Click on the grey racquet shape aka the "bone_rocket" object
8. Select "object" just above the rectangle where should now be written "Bone_rocket"
9. Increase "IK Blend" (still inside the "-IK" submenu) to 1.0

Now, the left hand will stick to the racquet wherever it goes. If it goes to far, it will still follow it but won't be able to "grab" it unless you make it come closer, then it will return to the position where it was touching before the reach was too far.
The hand starting position isn't important because you can still adjust the left arm / left hand when it's position becomes awkward.

:jap:


About gestures
:arrow: How to link the racquet to the hand you want and changing it whenever you want during your animation

http://www.youtube.com/watch?v=lkpeMoa-T3k
(Turn on the subtitles)

When I first made Nadal's vamos or the racquet throw, I used to modify the racquet frame by frame which was extremely annoying. It is, above all when it's linked to the right hand (and moves along it) and you have to make it move following the left hand.
This era of horror is over.

You can easily link the racquet to differents objects through the animation.
1. Click on the racquet
2. Select a particular frame
3. Go to the "motion" panel
4. Go to the "Link params" submenu
5. Click on "add link" then click on the object you want thte racquet to be linked to (head, foot, hand, whatever you want)
6. Then animate the object so the racquet can follow :)
7. You can link the racquet back to the right hand if wanted, just do the same at another frame
8. You can delete the links created easily by selecting the link in the dialog box then clicking on "delete link"

:jap:

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 17 May 2012, 00:11
by Lucian86
This is BIG...thank Neeky ;) very helpfull

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 17 May 2012, 00:30
by Lucian86
manutoo wrote:I just added the anims requested by Lucian86 to : https://www.managames.com/download.php?T ... trikes.rar

I did them with a static central position (ie: the biped actually doesn't move from its current position). It might be much easier to achieve a good result having the biped actually moving, but in such case the biped root movement should be linear ; for example, to move left/right, its X position should be something like this : X = time * Coefficient .
If you achieve such anim, let me know, I'll update the engine to ignore the X/Y movement, so in-game it'll be alright.


Thanks again

I think there's something wrong about left and right movement animations

If I'd try to make the biped moving, how could I test it ingame ? I think that with the current settings it will make a duoble step or something :)
Anyway, it's enough to do 2 symmetrical steps right ?

One more thing, could you add also the backhand smash...I forgot about it

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 17 May 2012, 04:41
by manutoo
Neeky McDeez,
you should save your animation as .bip (within the motion panel -> Biped -> Save File), and then load this .bip in the .max that contains the model. Put a checker texture on the player, so it'll be easier to see the shoulder rotations.

Lucian86
.rar re-updated... ;)

And yup, if your player moves in your anim, right now, it won't work in-game that's why I told you I'd update the engine if you want to create your anim in this way.

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 17 May 2012, 10:21
by Lucian86
manutoo wrote:
Lucian86
.rar re-updated... ;)

And yup, if your player moves in your anim, right now, it won't work in-game that's why I told you I'd update the engine if you want to create your anim in this way.


I know....My question was how do I test the animations ingame since it's not working with the current settings...Anyway, I'm going to send it to you when I finish them and you'll tell me how they work

By the way, I see that the left and right movements are (I think) for short movements...when he's running instead, does it enter into the action the forward movement animation ? (even if you run to the right or to the left)

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 18 May 2012, 04:32
by manutoo
Lucian86,
yup, forward anim is always used when running.

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 19 May 2012, 00:35
by Jono4Sure
I was wondering, because I am still using the first version of the biped for my animations. I have the V2, but I dont want to start the animations all over again. Manutoo, is it possible at all to copy the frames or animation from one instance of 3DS to another? So that I can use the biped v2 with my current animations?

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 19 May 2012, 05:37
by manutoo
Jono4Sure,
my previous-previous-post : viewtopic.php?p=96042#p96042 .

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 19 May 2012, 18:36
by MarianoEG
thanks Neeky for the tips about the 2h..im gonna try to used it...see if i can handle this!! Thanks!! :dance:

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 21 May 2012, 09:53
by Lucian86
@Manutoo

For the Forehand Smash, does the "Z" value counts for the sweet spot ? I'd really like to make the player jump a little bit more and maybe do as well Sampras's Slam Dunk

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 22 May 2012, 05:05
by manutoo
No, the Z doesn't count for the sweet spot, the ball can be either low or high, it'll give the same result.

Re: Animation 101 : Tutorial & Tips, WIPs & Critics

PostPosted: 24 May 2012, 23:51
by Lucian86
Tsonga's Backhand
http://www.youtube.com/watch?v=Ok2gaFsF ... e=youtu.be


First of all, I want to thank Neeky for the tutorial about how to stick the left hand on the racquet for a 2h backhand..it was really really helpfull and it work really really nice :D

Second, I want to ask him if we wants to improve Tsonga's forehand in 2 ways:
- to make the player jump after hitting the ball as Tsonga does very very often; especially the right foot should be modified since it's too sticked to the ground
- to make it faster; IMO is too slow for Tsonga..doesn't show his aggressiveness

About that, that's what I tried to do about the backhand: to make it look powerfull, fast and aggressive (AKA Tsonga :) )...I'm pretty satisfied with the result I have to say; hope you are as well

Comments, suggestions...Going to put the link tomorrow morning