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AnTycrisT
RocksTar
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Wednesday, September 14, 2011
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Linkxp500
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Wednesday, September 14, 2011
That looks pretty good, but I think it occurs a little too often.
Try getting him to blink after 2 or 3 loops of idle animation.
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Zielan
KoRnified
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Wednesday, September 14, 2011
That's an animation, not a function
Side note : Winking shouldn't be so slow.
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Shenku
RiO Incarnate
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Wednesday, September 14, 2011
It looks okay and I like it, but a blinking animation should be much faster than that, and he should have each blink spaced out by a good 20+ seconds, otherwise it looks like he has an eye lash in his eye or something...
Spacing out the blinks would require either a longer idle animation however, or a feature to be added to override the head animations when idle(similar to how it's overridden to animate the hair currently when the aura is on), so that the idle animation remains the same, but the head has a longer animation sequence to display the spaced out blinks correctly.
Either option is potentially workable I think. A longer idle animation could add more distinctive motions and life for individual characters so they don't seem so static when standing around, but an override feature would require significantly less work on the animator's part.
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AnTycrisT
RocksTar
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Wednesday, September 14, 2011
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Zeth
The Admin
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Wednesday, September 14, 2011
You can do this exact same thing with a simple animmap (animated/sequenced) texture for the eye shader. Give it a shot!
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Shenku
RiO Incarnate
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Wednesday, September 14, 2011
AnTy wrote : okay, thanks, well... the idle animation have just 7 frames so... yes, that need to be a little longer, and have the same problem of the hair... but anyway is just an idea, anyay I will work more in that, to make the wink better, taking less time and do that after a couple of second... but... I need start with something right?, well... lets continue with this...
Yeah, starting it is fine, and I wasn't suggesting that you should stop or start over, I was just making sure you were aware that it would require a bit of extra work beyond just animating the eyes themselves.
Edit:
Zeth wrote : You can do this exact same thing with a simple animmap (animated/sequenced) texture for the eye shader.
Hmm... Didn't even think of that...
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