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How to make an animation look runny
Posted: Sun Mar 09, 2014 9:25 am
by Anakin
Hi,
i'm working on a 1st person animation for pistols. But for some reason it always looks snatchy.
Has someone an idea how to make it look runny??
Re: How to make an animation look runny
Posted: Sun Mar 09, 2014 10:01 am
by JimmyAngler
Usually, I take a middle frame and move it down a bit. Then I move it slightly to the left too. Or, whenever I make the humanfp_tool/rifle_run pose, I turn the hands in, so he holds the gun towards the camera. To get a feel that the weapon is heavy, and needs to be held close to the chest when running.
Re: How to make an animation look runny
Posted: Sun Mar 09, 2014 10:04 am
by Anakin
mh that's what i made, too.
You may want to have a look at my animation. Maybe it's just me who thinks it's snatchy.
https://www.dropbox.com/s/h0ybn8cttxj3t6i/MUNGED.rar
it's only the pistol idle animation
Re: How to make an animation look runny
Posted: Sun Mar 09, 2014 12:45 pm
by AceMastermind
Strap a GoPro camera to your head and run around the yard with a water pistol then transfer the recorded motions to your first person rig by rotoscoping the footage.

Re: How to make an animation look runny
Posted: Sun Mar 09, 2014 1:27 pm
by Marth8880
AceMastermind wrote:Strap a GoPro camera to your head and run around the yard with a water pistol then transfer the recorded motions to your first person rig by rotoscoping the footage.

Lol, that's actually an excellent idea.

Re: How to make an animation look runny
Posted: Sun Mar 09, 2014 7:47 pm
by JimmyAngler

Nice idea Ace!
Re: How to make an animation look runny
Posted: Mon Mar 10, 2014 5:04 am
by Anakin

ok i know silly questions get silly answers.
Just for the reson someone else has the same question. I wanted to add the sidearm to the 1st person animation. I use XSI with the great ZETool. So i first imported the idle animation. And than i made a new idle. Now that's finished. But i don't wanted to make all animations new, so i imported the shoot animation next. And than ebfore modeling it i imported the new idle, but chekct apply animation to selected hierachy. And than i just had to move the left arm, and had the right arm moving as base. So you needn't make a whole new animation
