02-09-2024, 02:15 PM
(02-09-2024, 02:08 PM)soantyphalt Wrote: [ -> ](02-06-2024, 09:06 PM)Lightstalker Wrote: [ -> ](02-06-2024, 03:44 PM)soantyphalt Wrote: [ -> ]I downloaded the Yo-Kai watch models and tried playing around with them on unity. I noticed the jibanyan model doesn't seem to loop its animation properly and the walk/run animation looks jittery. Any idea why this is the case? I assume in the original game it ran smoothly. Anybody know what I did wrong? Idk tho, as I am not really in the field. Would be grateful for a response.
The model number of the jibanyan I am talking about is Y152000 and the animation is named y152000_p10_02501d_rnl.
That's an interesting question. Jibanyan's legs only have one bone on each side. For movement, they had to be moved by "Transition" movements like when G is pressed to move a bone in blender. After that, the "Rotation" is applied to it. As with Jibanyan's animations, the developers had to fine tune his leg movement during the creation of an animation. Other nekomatas also have the one bone per leg type of rig.
Speaking of animations, when converted, they don't loop. Multiple animations would have to be looped by setting the number of frames. Unusually, Common characters use 25 FPS while Event characters use 60 FPS.
I got to try this out today, but it didn't seem to work sadly. I imported the previously mentioned Jibanyan fbx file into blender, to check if the error was a unity thing, but it doesn't seem to work correctly in Blender. The walking Animation appears to have 11 frames, but the last frame still doesn't align with the first frame of the animation. Similarly, the running animation has seven frames and the end- and startframe also don't align properly. I don't know what I'm doing wrong. Anybody got an idea, what I could try?
Maybe changing the starting and ending frame would work? Sometimes animations may have leftover keyframes that extend the animation beyond what is seen