Ifyou have any suggestions about improving my animation let me know. If you have any animation that you want to understand to recreate in Synfig you can tell me about it and I will recreate it.(I am trying to create motion graphics animation, with Synfig).
I appreciate your work but please consider to create a specific thread where to group your artwork.
Otherwise soon, according your posting rate, there will be only posts of yours in this section and no visibility for the others.
No, 3MB is sufficient in most of the cases. You can still use an external hosting service (Google Drive for example).
But before this, you should upload SIFZ instead of SIF, you will be surprised by the difference in size
The animation is now in some "unknown" af, afx format? So they drop havok? I am sure its a totally different rig with different bones etc. So I guess waiting from someone to "crack the code" and come up with the animation framework ...
Looks like they built animation tools in house, which means either they will release that for modders with the ck or we're f*#@ed until someone hacks it and reverse engineers it. I guess in 2018 Bethesda said in an interview that they dropped havok for animations, however they still use if for the physics. I remain optimistic, but am preparing for disappointment. They have a bad history of not making it convenient to add animations, so i'm not expecting anything less. :(
Yah. For FO4, ShadeAnimator came out with the framework, rig ,etc but he has not been active for a while ... There is still skeleton file and they are still using the animation metadata files. These meta data files should be generated from their creation kit. But there is definitely complication. At the start of character creation, they allow u to choose between 2 different set of animations (or is it just male/female animation so allow a female to use male animation?) so I m not sure how it will affect animation modding.
The animation file is no longer hkx but some .af, .afx files. AFX, animation framework extension? Or some format created by Bethesda? ... Okay so Creation Engine using The Forge which is using 'Ozz Animation System' (then it should be .ozz?). Maybe related to this ...
I tried replacing walk, jog with run and test in-game the player straight away run from rest so the animation files location is correct. Now is waiting for someone to "decode" af format before I can start modding my animation ...
Basically the 'walk style' during character creation is just 1 for male and 2 for female animation. So if you created a female character but chose walk style 1 then you will have a female character using a male animation and vice versa. Nothing special here. Maybe there is some actor keyword used to differentiate the animation under the subgraphdata. Its basically how I separated male & female animation for some animation that is shared under Fallout 4. Anyway, waiting for xEdit/creation kit to take a look ...
I have 2 files, one with a run animation and one with a walk animation, I would like to put all the frames from the one file onto the timeline of the other. They are the same rig, so the controllers, and joint hierarchy is identical.
I've tried exporting the frames from the walk animation and made room on the timeline in the run animation file, but when I paste the frames it imports successfully, but cancels out the run animation. I've also tried copy and pasting the frames directy on the timeline, but I have the same issue.
Basically, all you need is to select all the controls and Animation>Key>CreateCharacterSet[All Keyable/Except] - now you will have one node to which all the animation curves are connected. Then you can go to Windows>AnimationEditors>TraxEditor and Create>AnimationClip, which you can export/import into another scene. Clips can be mixed, rearanged, reversed, slowed down or sped up.. therefore Nonlinear thingie mentioned before.
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This is really urgent but an animation I created of around 900 frames has just been completely deleted. The frames are there and a few frames still have my drawings yet the others are completely blank. My file is saved as .pclx and I tried converting it into a ZIP file, yet inside the ZIP file, only the few frames that were still saved are inside the file data. Does this mean all my work is gone? I had this problem a while ago but managed to re-draw the missing frames, but now there are just too many for me to recreate. Please, is there any way I can get it back?
Try also reading on the part about the temporary folder files that are located differently in your specific OS Since the drawings are originally dumped at the beginning of the session when the file was working could still be there.
Other than what is outlined on the guide, unfortunately I have not come to know any other way to recover files that are not inside the ZIP / PCLX file or in the temp files, if the saving operation was interrupted.
I am currently working with a project where I am loading meshes with animations in glTF format. This works fine - as it imports the animations correctly. But requirements have changed, and I realise it might be better to keep the skeleton/animations separate from the models.
Thanks for the reply - The main issue is that the game will require a large number of variations in mesh detail, but use the same animations. For instance, think of a situation in which the same cutscene could play multiple times, but the player has a choice about which character appears in the scene.
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