If been trying to make seemless idle animations using the info in the Dan Valeo e-book. As far as I can make out I'm doing it right: in the bones section I'm renumbering the blocks of numbers so they start with 0 and continue from there. But it certainly doesn't look seem less.
I also noticed that milkshape does something weird if you use the 'scale animation' tool to extend the animation to more than 64 keyframes - the mesh seems to fall off the skeleton. I want to use slow animations as its a kinda slow game.. any experience?
Attached the unaltered file if someone wants to have a look (Its suppose to be a graph moving around (I'll explain sometime):)
Seemless animations in Milkshape
You can make seamless animations by using the script command AnimateBlend(IDLE,0.5);
<EDIT> thats not what your looking for is it?
I havn't used milkshape in a while, but from what I can remember is, don't have your first and last animations the same since it will cause a slight pause with the double animation <END EDIT>
and you can set the animation speed with AnimationSpeed(0.4);
Hope I'm not off base and this helps you
<EDIT> thats not what your looking for is it?
I havn't used milkshape in a while, but from what I can remember is, don't have your first and last animations the same since it will cause a slight pause with the double animation <END EDIT>
and you can set the animation speed with AnimationSpeed(0.4);
Hope I'm not off base and this helps you
yep scaling the animation will bugger up your animation good and proper the best way to do it in milkshape is to add more frames,
i.e say your using 30frames, you want it to slow down to 300frames
all you need to do is see what number keyframe your animation falls on and mulitply it by 10. copy and paste your keyframes accordingly,
so keyframe put at frame 10 now is keyframe put at frame 100
however the animation speed command in RF that was mentioned is much more effecient and easier to do
if your thinking about the jumping aimation, (doesn't look seamless)
what you need to do is:
*if your first frame of animation is not a key frame make it one now
*copy and paste your first frame of animation in to the last frame of animation
*insert a keyframe in the second to last frame in milkshape
*copy and paste the second to last frame (the one you just made into a keyframe) over top of the last keyframe so now your last keyframe is the frame before your first when it loops
*Seamless animation
i.e say your using 30frames, you want it to slow down to 300frames
all you need to do is see what number keyframe your animation falls on and mulitply it by 10. copy and paste your keyframes accordingly,
so keyframe put at frame 10 now is keyframe put at frame 100
however the animation speed command in RF that was mentioned is much more effecient and easier to do
if your thinking about the jumping aimation, (doesn't look seamless)
what you need to do is:
*if your first frame of animation is not a key frame make it one now
*copy and paste your first frame of animation in to the last frame of animation
*insert a keyframe in the second to last frame in milkshape
*copy and paste the second to last frame (the one you just made into a keyframe) over top of the last keyframe so now your last keyframe is the frame before your first when it loops
*Seamless animation
Many thanks for your excellent information.
Sorry to be a pain but I'm just a bit confused by the last bit.
*copy and paste the second to last frame (the one you just made into a keyframe) over top of the last keyframe so now your last keyframe is the frame before your first when it loops
Doesn't that mean your last two keyframes are the same? Sorry if I've got it wrong 
Sorry to be a pain but I'm just a bit confused by the last bit.
*copy and paste the second to last frame (the one you just made into a keyframe) over top of the last keyframe so now your last keyframe is the frame before your first when it loops
oh ok .....hmmm my description's usually need a codex to decipher them haha
i have a wealth of knowledge in RF, but getting it out in words gets me everytime.
i think shadow summed it up best 1st and last frames can't be the same otherwise your get a slight pause.
sorry for got to include
==this is for looping animation==
try to imagine the animation in a time line where last is directly behind the 1st, if any two frame are the same after each other there will be a slight pause.
i have a wealth of knowledge in RF, but getting it out in words gets me everytime.
i think shadow summed it up best 1st and last frames can't be the same otherwise your get a slight pause.
sorry for got to include
==this is for looping animation==
sorry your right.....you will need to delete the second to last key frame afterwards as well. so THEN it blendDoesn't that mean your last two keyframes are the same? Sorry if I've got it wrong
try to imagine the animation in a time line where last is directly behind the 1st, if any two frame are the same after each other there will be a slight pause.
Think I get your drift
your trying to create a final keyframe that flows into the first. So its worth creating an animation with a lot more keyframes than you need so that the fact that your final keyframe is infact a frame late doesn't matter.
sounds right..
Have you seen the description in Dan Valeo's e-book
viewtopic.php?t=443
Page 103
He uses a texted editor to alter the Milkshape ASCII file and its all pretty complicated. Couldn't get it to work.
Think your method is a lot easier... Thanks
your trying to create a final keyframe that flows into the first. So its worth creating an animation with a lot more keyframes than you need so that the fact that your final keyframe is infact a frame late doesn't matter.
sounds right..
Have you seen the description in Dan Valeo's e-book
viewtopic.php?t=443
Page 103
He uses a texted editor to alter the Milkshape ASCII file and its all pretty complicated. Couldn't get it to work.
Think your method is a lot easier... Thanks