Just A Wee Lass May 25, 2014 @ 3:30pm
Help!
So, I'm trying to get my characters to breathe, or rather, apply the "Idle" sequence to them. I managed to place the Idle sequence on my Scout without disrupting the position I set him in. However, when I tried to do the same to the Pyro, his position snapped to the root motion, even though I unchecked it. These characters are both in the same shot, and I would like to make them look as if they are both breathing. Of course, I cannot do this for the Pyro unless I disrupt the position I set him in, which I do not want. Could anyone give me suggestions?
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R234 May 25, 2014 @ 3:39pm 
You mean you moved the Pyro around with the pelvis bone instead of the roottransform? If so, there's no way around it, he's gonne get recentered at the roottransform no matter what. It's easy enough to relocate a model though, I don't see why you really don't want to?
Just A Wee Lass May 25, 2014 @ 3:46pm 
Originally posted by R234:
You mean you moved the Pyro around with the pelvis bone instead of the roottransform? If so, there's no way around it, he's gonne get recentered at the roottransform no matter what. It's easy enough to relocate a model though, I don't see why you really don't want to?
No, I'm setting an animation sequence to him to where he is breathing (right-click Import sequence). However, in the sequence, the Pyro has a default position where he is slightly hunched over his flamethrower, prepared to attack. Originally, there is a check box ([x] generate root motion) which you can uncheck. This allows the Pyro to still look as if he's breathing, but he is still in the straight-back position I put him in. This, however, does not work, and every time I try to apply the animation sequence of him breathing, he is hunched over his flamethrower.
R234 May 25, 2014 @ 3:59pm 
That's not what generate root motion does. That checkbox is for animations which cause the character to change position over time, a walk cycle for instance. To add breathing noise over an already made pose / animation, you'd need a layer sequence made for that, and the TF2 characters don't have a breathing layer. Only their flinching, landing, reloading, shooting and gesturing animations are layers.
Just A Wee Lass May 25, 2014 @ 4:05pm 
Originally posted by R234:
That's not what generate root motion does. That checkbox is for animations which cause the character to change position over time, a walk cycle for instance. To add breathing noise over an already made pose / animation, you'd need a layer sequence made for that, and the TF2 characters don't have a breathing layer. Only their flinching, landing, reloading, shooting and gesturing animations are layers.

Ah, I'm sorry! I see! I did not understand that at first. Thank you for the help!
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Date Posted: May 25, 2014 @ 3:30pm
Posts: 4