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run cycle question


Noisycricket

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I tried testing a new female walk cycle on the idle_animations map just now and the speed of the character and the animation are slowed. Any idea on how I can test it at a proper speed?

 

EDIT: I noticed the previous 18 frame animation played much too fast for the run speed of the game, thus im thinking it was slowed down with a modifier, anyone who were it is in the code so i can change it/them?

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It's somewhere in the defs, look for anim_rate:

 

atdm:ai_humanoid in def/tdm_ai_humanoid.def:

 

"anim_rate_run" "0.8"

 

Although I don't see any walk anim rate modifiers - are you sure the anim is created with 24 FPS?

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Im pretty sure, because the animation has no feet sliding in maya or the game, yet it is much slower in the game, so i think its a modifier issue and squill's normal run cycle is too fast for the games run speed, thus it would make sense to apply a modifier to it.

 

The diff function of TortoiseSVN shows a line in both my .md5anim and the old file which reads "framerate 24". I guess that means its 24fps?

 

Do we want the run speed to be the same as the males by the way? If so, i could just shrink the animation down to 18 frames after im done doing it using 24 frames to get a natural feeling during playback. Hmm

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After changing it to 1 i saw an much faster anim running at a faster speed, with no feet sliding. Also, inserting the default run back in resulted in a much faster animation than im used to (which looked much more realistic btw, judging from the amount of ground being covered, but im assuming the team has already discussed this)

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i'm not sure the 18 frames runcycle is the current run being used. I remember i created a much slower run (24 frames), which is also called something with "runcycle_slower" in the model_src/proguard folder. With 18 frames the animation looked more like a sprint.

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Do we want the run speed to be the same as the males by the way? If so, i could just shrink the animation down to 18 frames after im done doing it using 24 frames to get a natural feeling during playback. Hmm

 

I would say keep it the same speed. I'll be shrinking the mesh/animations for the female characters anyway, so they'll wind up be somewhat shorter/slower than taller males.

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I finished a preliminary verison of the female run cycle. In the time that i spent on youtube looking for references, I didn't find much that was significantly different from a male run. There are certainly small differences, but not many major ones, that i saw. So I'm going to review the walk and run when the female model is attached.

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I'm rigging the noblewoman and should be done in a few days. Keep in mind the vast majority of our female characters will have dresses, so you might want to do something special with the skirt joints.

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