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Thread: Animation Flippering Resolved!!

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  1. #1
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Animation Flippering Resolved!!

    Quote Originally Posted by Duke John
    This flickering is that for example an arm that suddenly has an extreme position and then pops back into the right position? I have this with a gun reloading animation. I thought that it was caused by extreme rotations of a bone which causes problems for the R:TW engine.
    Yep, there was a discussion on the TWC forums about this some time ago, and this was pretty much the conclusion we came to.

    The only fix was to lessen the ammount of rotation on the offending bone at the frames it happened on. Pain in the rear.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
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  2. #2
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Animation Flippering Resolved!!

    Still somewhat related to animation glitches.....

    Has anyone got weird behavior after adding in custom shuffling or 90 degrees rotations animations? During a battle, the model may shuffle/walk slowly to either 4 directions, or turn their body to the left or to the right. I modified these files but ONLY the arms. I kept everything else unchanged. But when I inserted the new animations, the soldiers behave erratically. In combat, they can't turn partially anymore, they have to turn 90 degrees completely, then try to fix it with shuffling all over the place, giving the appearance of soldiers dancing around, turning left and right, trying desperately to align themselves with their target.

  3. #3
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Animation Flippering Resolved!!

    Same here , seems that a "Too big editing of the positions" has a result of flipperings and erratic motions , the best solution , is to keep things little changed , little movememnt for each bone and most of all use the back button , do not proced editing when u see that 3dsmax keeps a shadow memory of former positions...

    Creator of Ran no Jidai mod
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  4. #4

    Default Re: Animation Flippering Resolved!!

    Yes, as far as I know, turn animations absolutely cannot be edited, and if they are modified in ANY way, even if just an import and then an instant export, they will screw up that unit with endless rotation. There are a whole bunch of these 'off limits' animations, which absolutely cannot be touched or they adversely affect the very behavior of that unit.

    The only thing that will fix this is BI, which will introduce parsing of descr_skeleton.txt and allow us to work with the anims directly, rather than with the pack.

    As for the flickering, I have some ideas about how it may be fixed, so check back here later for details. GodsPetMonkey, can you point me to that thread on twcenter where the issue was discussed?

  5. #5
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Animation Flippering Resolved!!

    Quote Originally Posted by dsyrow1
    Yes, as far as I know, turn animations absolutely cannot be edited, and if they are modified in ANY way, even if just an import and then an instant export, they will screw up that unit with endless rotation. There are a whole bunch of these 'off limits' animations, which absolutely cannot be touched or they adversely affect the very behavior of that unit.

    The only thing that will fix this is BI, which will introduce parsing of descr_skeleton.txt and allow us to work with the anims directly, rather than with the pack.

    As for the flickering, I have some ideas about how it may be fixed, so check back here later for details. GodsPetMonkey, can you point me to that thread on twcenter where the issue was discussed?
    I can't remember the link anymore, but I am sure you were involved in it.

    At first I thought it had something to do with a bone being to close to another (it usually happened when the elbow was close to the torso for me) but I eventually dismissed that as to complex an explanation... applying Occam's razor, I figured it just had something to do with to large a rotation.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  6. #6
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Animation Flippering Resolved!!

    I have tried with small rotations per bone and seems to persist the problem ....

    I madee a two handed animation for a sarissa hoplit , I got 4 flippings 2 I reduced to less visible one i eliminated by redoing the anim , but what pisses me off is always the turn to right 90 degrees animation , it always flip , no matter what I do ....


    BTW Could may be Jerome help us there?
    Last edited by PROMETHEUS; 09-09-2005 at 18:06.

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  7. #7

    Default Re: Animation Flippering Resolved!!

    I think I have evidence that could kill the idea of to harsh animations, because I'm having flickering on the non animated stand ready position! I think the problem might simply be that an export or frame may randomly become a flickering export/frame. By attempting to solve the problem by re-doing the frame, and then re-exporting we may be solving a problem by doing more than we need to... just my ideas,
    The Shrimp
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