Equally freaky for me was what occurred when I made the 'heavy' version of the skelton based on an elelphant.
The bones were rotated out 90 degrees from the shoulders, with the intention of rotating the lower leg bone to form a rotor blade animation... this was fine.
I noticed that the front and rear limbs did not align perfectly, so I opushed both forward 22 degrees to line things up ... and this triggered flickering. I am of the opinion that the thing may be related to the TOTAL amount of rotation in a limb. Either that or it's just a randon PITA!
Anyway....here's what I have started doing:
Choose the 'idle' anim as a start point. Begin with the model in it's reference pose, and move the bones into their start point for the anim with the most extreme rotations. Then check it in game. I choose the 'idle' since you see it as soon as teh battle formation screen pops up, and nothing is moving about.
Anyway...thats it for this one :D Armed with the hard-earned trial and error lessons, I have done the anims I wanted. Now to do the models to hang on them!!!
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