Hi, This one is an interesting one as regards animations
since several people have asked about it before. SigniferOne
is quite right that the "fast" and "slow" anim families only change
the run animation but otherwise inherit all other animations from
the base family. (C++ jargon there.) Did a quick look at the
2H_axe family. The regular run animation has this for the bone_pelvis
traversals during an animation cycle:
Code:
-0.0001573533
+0.1655251682
+0.3312083185
+0.5012405515
+0.6773928404
+0.8578948975
+1.0417801142
+1.2317030430
+1.4250081778
+1.6127607822
+1.7877503633
+1.9571866989
+2.1337628365
+2.3261723518
+2.5239360332
These are the z coordinate movements of bone_pelvis over 15 frames
at 0.05 seconds per frame. (z is out of the screen or the forward
movement of a model.)
For the "fast" run animation you have:
Code:
-0.0001573517
+0.2150593549
+0.4082388878
+0.6062413454
+0.8276299834
+1.0409616232
+1.2517681122
+1.4909939766
+1.7162835598
+1.9277546406
+2.1349267960
+2.3421463966
+2.5537605286
+2.7737166882
+3.0139348507
Making the assumption CA works in metric where possible
this is 2.5 meters per 0.7 seconds versus 3.01 meters per
0.7 seconds. For us hopelessly English unit users this
is roughly 8 miles per hour versus 10 mph. For reference,
us older joggers can do 8 mph without military gear for a few
miles. 10 mph is a 6 minute mile. There aren't that many
people that can do that for more than a mile or two and
that's without gear. (Elite Marathoners do 5 minute miles.)
I think CA's "fast" anim is probably all you could realistically
ask for.
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