I had a long chat with Ben Richards and he also was really confused about how it wasn't working. But he lead me to a site in which it gave you step by step instructions on the exact way in which I should do it. In the end it just turned out that I have to select a different Fbx export type (autodesk media and entertainment) and then export it.
I have done the Rigging, Weight painting and contrants with handles about 20 different times on this character so I was 90% sure I knew exactly where everything should go and what they should all look like when they move.
With a high polly it was a lot harder though but I managed to get it sorted.
This time with the animations I kind of cut them up a lot more. They all have seamless transitions when looped which is a real good thing. Also for the jump I have cut that up into 2 sections so that there is a Jump start and a Jump fall. Im not 100% for the fall animation so im going to see what it looks like when we dont have it in game but for now I have put it in.
Something which the Coders have told me is to not have the end point as the origins of the character because they can do that crossfade thing between animations to make it look more natural.
Walk
Idle
Carry
Idle carry
Jump Start
Jump End
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