Page 1 of 1
Altering the timings of animations
Posted: Wed Mar 02, 2016 1:35 pm
by giftheck
I've ported the SWBFIII AT-AT to SWBFII. The issue I have is that it is just too fast - this comes from the stock animations and to me it would not be very believable to have an AT-AT moving quicker across the battlefield.. It moves about 2x quicker than the AT-AT should. As I understand it the only remedy would be to alter the animations for it. How exactly would I go about slowing the animations down?
Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 4:12 pm
by jedimoose32
From my post in your other topic:
jedimoose32 wrote:
To stretch/squish the animation keys uniformly, you'll want to go to the Animation Editor (hotkey 0) and select all the keyed parameters for every bone object (should just be rotation but maybe translation as well). Then select all of the keys in the graph view by dragging a box around them. Make sure you don't miss any, and make sure all of the keys from every curve are all selected. Then, depending which version of Softimage/XSI you're using, either type a value into the Sx field in the Animation Editor (e.g. 2.0 if you want the animation to take twice as long) or use the Stretch Keys tool (hotkey B) in the editor and drag from frame zero on the graph until the animation is the desired length.
I'm sure there are other ways to do it but this is the way I know how.

Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 4:13 pm
by giftheck
The way I'm seeing it, I can't drag all the animation parts in one go. Is there a way I'm not seeing?
Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 4:17 pm
by jedimoose32
While using the Select tool (hotkey Y) you should be able to drag a box around all of the keys in the graph and then perform the stretch on them. It's not letting you do that?
Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 4:43 pm
by giftheck
Ah, I think I got it now. Thanks for clearing that up. So, once I'm done, all I have to do is select everything under dummyroot, export .msh with "Export animation" checked, is that right?
Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 4:47 pm
by jedimoose32
Yeah exactly. Make sure you have the correct frame range selected before you go to export. I can't remember if the ZETools importer automatically does that for you (e.g. if the animation is only 20 frames long, does it narrow the animation timeline from the default 100 to 20 frames?). If it doesn't, just set the end frame to the correct number and then you're good to go.
Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 4:59 pm
by giftheck
Thanks for the tips! Now I just got to figure out why two or three of the extended frames have problem bone positions.
Re: Altering the timings of animations
Posted: Wed Mar 02, 2016 5:02 pm
by jedimoose32
That's strange. Maybe check to see if the imported animation put keys on the bones' translation as well? I'm not really good at troubleshooting animations (yet

) but that's what I'd start with. Let me know what you find out.