I've got the hang of importing the models and setting up the bone structure, but when i come to do the animation, it runs through a few of the poses and then goes the wrong direction at the end of the loop causing a rather comical spinning effect.
Is the way that I've set up the bones or poses, or is this something I'm missing in the animation?
I found that converting the model to triangles yields much better visual movement results, but you probably knew that already. :P
Mafoo
Could it be that you have your start and end poses in your animation mixed up? You can set them in the Animation menu.
Nope, I thought it was. I even tried copying the loop-with-lead-up animation like in the default player. :/
mafoo Wrote:I've got the hang of importing the models and setting up the bone structure, but when i come to do the animation, it runs through a few of the poses and then goes the wrong direction at the end of the loop causing a rather comical spinning effect.
Is the way that I've set up the bones or poses, or is this something I'm missing in the animation?
I found that converting the model to triangles yields much better visual movement results, but you probably knew that already. :P
Mafoo
Can you zip up the model folder and send it to me (telling me what animation is the one that's wacky?)
ggadwa -at- charter.net
[>] Brian
I finally got the chance to look at this. You have a two poses in the animation, each with a bone that has a slightly different movement.
What you have is:
10 degress
350 degrees
When you are looking at the pose, 350 degrees looks just like -10 degrees, for good reason, they are the same thing .... but, when animating, it has to go from 10 -> 350, which is a movement of 340 degress, therefore the spin. What you want is:
10 degrees
-10 degrees
That will give you what you want.
Note that these numbers aren't exact, they are just close to what you had.
[>] Brian
Don't interpolate further than 180° angle, and this problem will never occur.
BTW, Mafoo, that's a really nice mesh.
[>] Brian