New falling animation questions

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Oceans14
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New falling animation questions

Post by Oceans14 »

I'm trying to make a new falling animation but I don't quite understand some steps. Here's exactly what I'm trying to do:

Go from the stock jump animation "human_rifle_jump" or whatever, to a prone "skydiver" sort of pose. Now, like the stock falling pose, I don't need this to actually move (it isn't replacing the flail-falling anim). I'm getting confused on how to begin though, because it seems I should be starting off with the unit in the jump pose, and then animate it into the fall pose from there, for a seamless transition -- BUT, does that mean the jump pose is my 0 frame? Or is it frame 1? And also, when I rotate the unit to be proned out and horizontal, do I rotate bone_root? Should I be using the unit template beta for this, or is that mainly for those that want to rig a whole new unit model?

Hopefully this all makes sense. Unfortunately I don't have much experience with animations other than a few animated props and doors I've made, and so I'm probably not using the best language to explain my problem.
MileHighGuy
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Re: New falling animation questions

Post by MileHighGuy »

You can use ZEtools to load the falling animation into XSI and watch it. See how it is done and it should answer most if not all of your questions
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Oceans14
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Re: New falling animation questions

Post by Oceans14 »

I've been looking at them, and I think I have a better idea of which bones to move. Now I'm running into a problem where after I rotate certain bones to where I want them and add a keyframe, everything resets back to the original pose. Every time I want to add a keyframe don't I need to branch select all the bones (even ones I haven't touched) and key them?
MileHighGuy
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Re: New falling animation questions

Post by MileHighGuy »

branch select the entire thing (dummyroot) and go to Animation > remove animation > remove all, any type. Then start keying, only key bones and dummyroot
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