[SM]Delta animation mode still glitched :\

Moderators: w1lla, NADEO

Post Reply
User avatar
purification
Posts: 1005
Joined: 11 Aug 2010, 17:59
Location: Resting...
Contact:

[SM]Delta animation mode still glitched :\

Post by purification »

The bug occurs since the mp3 beta, 8 months passed and nothing happened. :oops:

Some parts as fingers, head, and others, are not taken in account in the delta timeline, so keyframes are not automatically created.

This feature is really useful :thumbsup: , and it helps to correct/improve animation, so we avoid in deleting several keys and remake the animation back.
YouTube
Ryzen 7 3700X - 32Gb RAM - GTX 1070 8GB
Windows 11 Home 64bits
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: [SM]Delta animation mode still glitched :\

Post by novationx »

yes this is so annoying! :oops:
The neverending waiting game has to stop.
User avatar
Teardrop
Posts: 95
Joined: 02 Dec 2011, 19:47

Re: [SM]Delta animation mode still glitched :\

Post by Teardrop »

The "classic mode" is technically pretty simple. We save the position and rotation of every bones, and we interpolate between each position. (This interpolation still needs some work)

The obvious problem with that, is that the edition of an existing animation is really fastidious. Basically if you just want to modify the foot positions, you need to edit every keys. You just have to import a 30 sec. mocap animation to see how painful it could be.


The "Delta mode" tries to solve this problem. So this layer is a bit more complexe. In this layer, we want to save every bones "individually". Since the shootman skeleton has 42 bones, do we really want to have 42 different editable tracks?

The solution we opted for is to only have 5 editable tracks : you can only use the delta mode on 5 bones : both hands, both feet, and the hips. Those 5 tracks are the more important ones, they are the one we can use our Inverse Kinematics system on(http://en.wikipedia.org/wiki/Inverse_kinematics). Basically when you move the hand, the whole arm adapts.

It is now pretty easy to use the "Delta Mode". We move the hand on top of the "classic layer" and the arms adapt itself.

In conclusion, if the delta mode only works on the hands, the feet and the hips of the shootman, it's because we thought of it that way, it's not a bug.


Having said that, we realise that the "delta mode" is still hard to understand and use efficiently, so we may modify it in the future, but it will take a lot of work and time, because we might have to rethink the whole "delta mode".
User avatar
purification
Posts: 1005
Joined: 11 Aug 2010, 17:59
Location: Resting...
Contact:

Re: [SM]Delta animation mode still glitched :\

Post by purification »

Many thanks for your answer Teardrop. :)
In short, it comes to "play" with both modes. It could be complicated or crazed for some, but clever for others. ;)

It all makes sense now. I'll try that out! :thumbsup:
YouTube
Ryzen 7 3700X - 32Gb RAM - GTX 1070 8GB
Windows 11 Home 64bits
Post Reply

Return to “Shootmania Reports”

Who is online

Users browsing this forum: No registered users and 1 guest