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Author Topic: 60 fps animations? (76 messages, Page 3 of 3)
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ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Sep 19, 2015 10:27 AM    Msg. 71 of 76       
Quote: --- Original message by: Spartan314
If an animation is perfect then regardless of framerate it'll be the same goodness portrayed wouldn't it?
Like R93 said, perfection is subjective in animation. I find basically all of Halo 3's animations to be perfect, but I've met plenty who believe they're terrible for whatever reason.

In terms of framerate...30 to 60 makes a massive difference in force I've found. 3ds Max for me is set to 30FPS, but animating for Contingency in CryEngine (going up to 60FPS) I found tons of issues with force looking great in 30 and sluggish in 60. It might just be a matter of me being used to 30, since after playing MCC for hours and hours I've found the animations to still look great. Honestly it's really weird, I can't quite find a way to explain why.

Quote: --- Original message by: OrangeJuice
clipping as in . . ?
Clipping is when two pieces of separate geometry (a finger and a magazine) go through one another. In the Bowser video, his shins clip multiple times into his toes, and his toes clip multiple times in the floor.
Edited by ODX on Sep 19, 2015 at 10:29 AM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Sep 19, 2015 11:18 AM    Msg. 72 of 76       
Wellp ! now that I know what you(relative stuffsss..) mean by clipping:

Nope, that's a technical issue for the rigger to solve

what I try to mean by believable animations, is: Does it (look) like the character is bound by their own body weight? Does the character (look) like it's aware of where it is stepping and how it places its feet[or whatever] subconciously?

Things that'd make an objects movement look believable
Rigging is more of a tailoring/modeling job than an animation job, the two should stay as different categories
Edited by OrangeJuice on Sep 19, 2015 at 11:21 AM


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Sep 19, 2015 03:52 PM    Msg. 73 of 76       
Quote: --- Original message by: R93_Sniper

Yes, I do. Animating for roughly 7 years does that to you.


7 years? neat, how old were you when you began animating?

I was 14 when I started programming, that's why I'm curious ;)


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 19, 2015 06:41 PM    Msg. 74 of 76       
Quote: --- Original message by: OrangeJuice
Nope, that's a technical issue for the rigger to solve


Geez, don't sit too far away from your monitor lmao almost read that wrong.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 19, 2015 06:46 PM    Msg. 75 of 76       
Quote: --- Original message by: OrangeJuice
Nope, that's a technical issue for the rigger to solve

No because the character's feet also clip into the ground several times in that animation clip. That's an animation issue.

what I try to mean by believable animations, is: Does it (look) like the character is bound by their own body weight? Does the character (look) like it's aware of where it is stepping and how it places its feet[or whatever] subconciously?

In order to make believable animations, you need to look at every little instance of movement. For instance, when you roll your shoulder, the top third of your spine tends to tilt off to one side, your elbow usually locks its angle and your wrist tends to freeform. Along with that, you'll have to notice how the lower half of the torso begins to stretch and how the opposite shoulder and arm will lower slightly as the roll reaches its max height. Those subtle details are what drive believable animations, along with pacing and force. Clipping is one of those things that, if its glaring enough, will completely destroy the believability of an animation. A large matter of the time is that different framerates will make intentional clipping harder or easier to notice (dependingly)

Things that'd make an objects movement look believable
Rigging is more of a tailoring/modeling job than an animation job, the two should stay as different categories

I've seen so many times that an animator is in charge of rigging a character. Skinning maybe not, but rigging definitely. The reason is that the animator should be in charge of how they will have to orient the character in 3D space and how to manage them. If they are uncomfortable with the rig and you try to make them use it, it wont end up working well for anyone, because the animations would be subpar.


Hopefully that gives you some insight (from my perspective).

Quote: --- Original message by: lolslayer
7 years? neat, how old were you when you began animating?
I was 14 when I started programming, that's why I'm curious ;)


Idk, 13? something like that
Edited by R93_Sniper on Sep 19, 2015 at 06:47 PM


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Sep 20, 2015 03:22 AM    Msg. 76 of 76       
Quote: --- Original message by: R93_Sniper

Quote: --- Original message by: lolslayer
7 years? neat, how old were you when you began animating?
I was 14 when I started programming, that's why I'm curious ;)


Idk, 13? something like that
Edited by R93_Sniper on Sep 19, 2015 at 06:47 PM


Well, then I got a good age to start making games ;)

 
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