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Post by AVTPro on Jul 18, 2017 15:38:52 GMT -5
Hi, I am finally learning Miarmy and really enjoy it. It's really amazing.
However, I am getting a small snap or pop in run cycle loops.
The original cycle animation are correctly looped so I think the problems happens when I create the "action".
It skips 3 frames on the right foot. So it goes from recoil walk position to extreme walk position in one frame whereas the left foot has 3 in-between keys.
I use the 3 defaults settings. Should I input manual settings for action files, or smaller percentages when creating the actions? The loop is precisely frame to frame so is there a best practice like 0 or 1%?
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Post by AVTPro on Jul 18, 2017 20:21:38 GMT -5
To simplify my question,
I have a perfect run cycle. How do I make it a perfect action? The default always make a snap/pop in run loop.
The look is perfect in Maya and MotionBuilder.
Are there settings while making the action that only play back (z+) loop?
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Post by Yeah YANG on Jul 18, 2017 21:17:11 GMT -5
It pops because it automatically add some self blending from end to the start point. For example you have 24 frames for a run cycle, and the ending 3 frames will be blended into starting 3 frames. The purposes are 2: 1. make it smooth if the start and end not align perfectly. 2. make it smooth for other action transion can be smooth, like run to walk (because usually, end of run is different from start of walk) So there will be some frames used for blending and action shorten.
I hope you understand.
The best way to make the crowd cycle is make it more frames (3-4) frame so that it can blend to itself or others much better. And this is a standard in crowd sim.
If possible, please send us your scene so we can check more for you.
Cheers! --Yeah
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Post by AVTPro on Jul 18, 2017 22:54:48 GMT -5
So should I add 3-4 at the beginning of cycle or 3-4 at the end, or divide 3-4 at each end. 2 in the front and back? Yes, I understand. Add frames to the beginning and end of a walk/run cycle so when it blends it can use the extra frames. So I can remake the walk/run cycle in MotionBuilder. However, this is not the best solution. it is obvious that there needs to be a quicker, simpler solution, for basic run/walk crowd like just don't blend. There should be a simple enabler or button that works perfectly on walk/run cycle that are perfect already. "Dont eat into cycle" or "don't make cycle snap" or Keep perfect cycle perfect and dont' change. ;-) Just "cycle animation, no blend". Miarmy is an amazing fantastic program. Anyhow, one solution is just make very long continues runcycles and import as a long action. You can't see the snap here as much because they are mutants but with humans it's more noticeable. www.youtube.com/watch?v=jW45sMtxzRIAlso I tried "custom" percentages, 1% but it didn't help.
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Post by AVTPro on Jul 18, 2017 23:01:25 GMT -5
I see. I will add 3 at the beginning and end.
This is only for run. I saw your awesome tutorial on transition maps. I will try that soon but all I need is runs and walks. Later I want to do great physics and Zombie tentacles.
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Post by Yeah YANG on Jul 19, 2017 11:09:46 GMT -5
Hello AVTPro
If you use the latest version of Miarmy how about set the "cycle filter" to 0 %??
Cheers! --Yeah
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Post by AVTPro on Jul 29, 2017 3:08:18 GMT -5
I tried everything. But usually I just set the default. I did upgrade to 5.5. I'll try again. But the solution I used it just make a long loop in MotionBuilder. I had a great deal of fun learning Miarmy. It's awesome. What I need now is for troops to bank around the closest curve in the road instead of running parrellel. People try to run the shortest distance not stay even ;-) youtu.be/mGmJotMRbf8This one is before I learn auto collision. www.youtube.com/watch?v=CUsfOzGTZOwthis one is diverse geometry. youtu.be/c4zg3jkhSbcThis was terrain. I was very happy about it eventhough I can't make loops work. youtu.be/W6DCbjjTENII don't why rig set up artist like auto spacing for the hips between R and L feet when a "keep hip/body perpendicular" to terrain would be more useful. This would be better if monsters were vertical instead of perpendicular to the ground. youtu.be/jW45sMtxzRIAgain. it was great learning. We didn't get the bid just because they wanted to go with 2D cheaper effects. However, I would still like a Horse and rider tutorial. Thanks for your hard work and great tutorials.
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Post by AVTPro on Aug 4, 2017 2:48:40 GMT -5
Hello AVTPro If you use the latest version of Miarmy how about set the "cycle filter" to 0 %?? Cheers! --Yeah Hi Yeah, I use the latest version in 5.5 in Maya 2017 on OSX. Can you see if you can do anything to make it perfect please? I did try setting the cycle filter to loop. It's better but nothing perfect. It has slip or pop. Even if I set ever to 0% on the end and start. I believe there should be simple option to set runcycle loop without editing the loops. Even when I edit the loop it was not perfect. All I need is looping no transitions. www.mediafire.com/file/up8szrhup5sugxc/AVT_NanoMan_MacOSX2017.zip
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Post by Yeah YANG on Aug 4, 2017 19:09:43 GMT -5
Hello Avtpro, Sorry for late reply~ And I replied you by email Cheers! --Yeah
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