Animating Question
Drfuzzy
FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members

<div class="IPBDescription">stupid smoothing crap.</div> Is there a way to turn off the animation-smoothing stuff so the animations go a bit more "chunky" so i can do my doom sprite weapons, i cant do them cause they wana move in and out a bit cause the animating in MS3D is programed to smooth itself out between frames, and becomes a huge problem sometimes.
K im done feeling like a noob now ^_^
K im done feeling like a noob now ^_^
Comments
example (in keyframe #)
1 - 1 - 2- 2- 3- 3...
this wouldn't un-do the smoothing, but it would be DEFENATLY choppy...
edit: though I guess you could also be referring to some way you're switching between frames in the "2d" anim.
edit: though I guess you could also be referring to some way you're switching between frames in the "2d" anim. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No.
Between 30 frames if you put one key frame at one spot, and another at the middle, and another at the end of the frames with the model moved in a L position, it will try to smooth the L more like a half a U.
And trying to trick it will not work when you have 500 frames for a fire animation. (Required AT LEAST for a sprite weapon)
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
timeline
-------------------------------
1 12 23 34 4
keyframes
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Let's say keyframe 1 is the frame that brings the first sprite forward . You make a copy of the frame and put it beside the keyframe that moves the first sprite out of the way. That way, there is no time for the smoothing to take place.
Im inches from letting you all animate this so you can see what i mean.
Unless you have a bone controller, of course, but that has to be coded for something like a turret