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Old 02-09-2008, 04:51 AM   #1
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Default Animation fine in Max, jerky in War3

I'm working on a custom model, but I am running into some problems. The animation looks smooth in 3ds max, but in war3 it is jerky, and skips some frames. When I scale the timing of frames to make an animation slower then it looks better in war3, and then I can set the war3 animation speed faster to compensate, but I can't do it for the attack animation (which is based on attack speed), and that is causing me the problem.
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Old 03-17-2008, 03:07 AM   #2
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just add more frames rather than scale.

This is the official definition (oops, nearly posted a myspace msg i cpyd and pasted, not good)

3DSM Animation
Inverse kinematic animation (IKA) refers to a process utilized in 3D computer graphic animation, to calculate the required articulation of a series of limbs or joints, such that the end of the limb ends up in a particular location. In contrast to forward kinematic animation, where each movement for each component must be planned, only the starting and ending locations of the limb are necessary.

WC3 Animation
There is also an animation technique known as keyframing. Contrary to tweening, every frame of a keyframed computer animation is directly modified or manipulated by the creator, such that no tweening has actually occurred. This method is similar to the drawing of traditional animation, and is chosen by artists who wish to have complete control over the animation.
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Old 03-18-2008, 12:13 AM   #3
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Secretarts, that's not what inverse KINEMATICS are at all, basically everything you tried to explain is invalid.
Though the solution should be correct, try adding more keyframes, pandamoniuman.
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Old 03-18-2008, 01:50 AM   #4
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Also be sure you are adding keys at the beginning and the end of each animation, either way horrible things will happen. About attack, you only have to animate it on the time you wish, war3 changes it, (at least I think so). Be sure to check other model's attack animation if you're not sure.

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