I had it working. It stopped at the right time, it did everything i asked of it. So of course i carried on with the animation, hoping to get it finished this evening. So finally, finally, i would be able to get to actually animating.
I hadn't saved. I should have saved.
I made a mistake and something inside the walk cycle died. Weighting the keys was non reversible and i couldn't take it back. Luckily i'd made a back up save just before attempting to make him stop and deleting a load of keyframes.
Unfortunately every time i try to replicate what i did this happens.
"kill me..." |
Here's today's version. Other than trying to get him to stop, I've refined the players interaction following some feedback from Kayleigh on my last post (thank you ^_^) added a camera and somehow acquired a twitch in the players left arm which i'll need to fix.
Feedback always welcome and appreciated.
I feel broken.
haha i like the reaction from the dude, think you need to put more weight behind the walking dude as the dude reacts as if hes been shunted yet the player doesnt look like he put much effort into it?
ReplyDeleteThanks for the comment =] I'm going for a less aggressive collision where the NPC gets knocked off balance more because of the placement of the knock than the force put into it. I might need to make the player seem a little less aggressive to achieve this cause you're right, it's kinda in limbo between the two at the moment.
Delete