Transitional frames in a walkcycle

Started by tinyhippo, Sat 13/04/2013 17:40:45

Previous topic - Next topic

tinyhippo

Hi guys,

So, i've ran into a problem of sorts recently which i'll try to explain right. I have a walkcycle for my main character. The 1st frame is him just staying in place, the 2nd one is a transition from a standing to a moving phase, frames 3-10 are of him walking, 11th frame is the transition from a moving to a standing phase and back to the first one.

Is there a proper way of making it so that when he walks consistently there are no 2nd and 11th frames which should only appear once in a whole walk cycle?

Cerno

From my limited knowledge I think accessing individual animation frames is not possible right now (there was a thread about this a few weeks back I think).
The only thing I know of is omitting the "standing frame" via the GUI of AGS, but not transitional frames.

I'm relatively new here, so you may want to wait for a second opinion :)
123  Currently working on: Sibun - Shadow of the Septemplicon

Khris

Built-in walking doesn't support transitional frames; the first is the standing frame and the rest is used for the walk-cycle.
It's hard if not impossible to customize that without basically implementing the walking animations yourself (including path-finding).

The main problem is that there's no way of determining reliably in which direction a character will start walking.

tinyhippo

Thanks guys! Guess i'll just have to get rid of those, not a biggie of course. Less work for the artist :smiley:

VVK

#4
Quote from: Khris on Sat 13/04/2013 18:32:11
Built-in walking doesn't support transitional frames; the first is the standing frame and the rest is used for the walk-cycle.
It's hard if not impossible to customize that without basically implementing the walking animations yourself (including path-finding).

The main problem is that there's no way of determining reliably in which direction a character will start walking.
Oh, rats. I was thinking I'd have to figure out this kind of thing at some point, but if you consider it so hard, well, it's got to be really hard. I have some nonstandard animations where things like transitional frames and figuring out which way the character will start walking matter more than in the usual case.

SMF spam blocked by CleanTalk