Medhue Simoni Posted June 3, 2012 Share Posted June 3, 2012 I have noticed over the years that there are some people that don't make animations for efficiency. So, I made a quick video on why you should. 3 Link to comment Share on other sites More sharing options...
DMom2K Darwin Posted June 4, 2012 Share Posted June 4, 2012 Thanks, Medhue, good information! Link to comment Share on other sites More sharing options...
Medhue Simoni Posted June 4, 2012 Author Share Posted June 4, 2012 Thanks, but it seems some1 out there doesn't agree with me. They won't comment, but they immediately voted thumbs down on this video, and then went and thumbed down a bunch of my other videos. I don't mind a disagreement at all, but voice it. Show me why I'm wrong. Whatever tho, I expect people to do such things, lol. Link to comment Share on other sites More sharing options...
Bree Giffen Posted June 5, 2012 Share Posted June 5, 2012 Great video! Too many frames for a simple animation is like making a large texture for a small prim object. It's just not very efficient. It's a good thing to know and helps everyone in the long run. Link to comment Share on other sites More sharing options...
Crubo Carver Posted June 9, 2012 Share Posted June 9, 2012 Very good point to make - I must admit I just made some simple 5-second looping anims at 30fps out of sheer habit. I will give that a lot more thought in future Link to comment Share on other sites More sharing options...
Helm Anton Posted June 23, 2012 Share Posted June 23, 2012 Good info, and i have to totaly agree with you on this. As i make animations for weapons and hand to hand combat as well as other rp type animations, all things have to be considered when your wanting to keep lag reduced to as least as possible and amiations are usually over looked in regaurd to this. Thumbs up Med Link to comment Share on other sites More sharing options...
Medhue Simoni Posted June 29, 2012 Author Share Posted June 29, 2012 Thanks every1! I definitely think it's time for all of us to consider the total data that our products are using to help SL run as smoothly as possible. Link to comment Share on other sites More sharing options...
Tommy Rampal Posted June 30, 2012 Share Posted June 30, 2012 I normally edit my animations in full frames for clarity purposes, then cut the frame count by using the 'Resample to 1/2 frames' a few times in BVHacker. A 1.5 second punch takes about 10/15 frames, still looking as clear in Secondlife as when I was editing it. Do you have any advice on a better technique? Link to comment Share on other sites More sharing options...
Medhue Simoni Posted June 30, 2012 Author Share Posted June 30, 2012 Tommy Rampal wrote: I normally edit my animations in full frames for clarity purposes, then cut the frame count by using the 'Resample to 1/2 frames' a few times in BVHacker. A 1.5 second punch takes about 10/15 frames, still looking as clear in Secondlife as when I was editing it. Do you have any advice on a better technique? Personally, I think that is quite reasonable. A punch is a very fast motion so you need a decent amount of frames to make sure it is fully visible. Plus, because a punch is so short, time wise, it still ends up being a tiny file. Link to comment Share on other sites More sharing options...
Helm Anton Posted June 30, 2012 Share Posted June 30, 2012 Hmmm 1.5 seconds to throw a punch is fairly slow..that would mean 2 punches seen animated every 3 seconds. If the animations are for combat then you may want to speed them up abit. Typicaly my martial animations are around 18 frames for hand stuff and 50 fps. This gives a play time of about 0.36 sec if i remember rightly..and going by some punch animations i have seen, 0.36 is on the slowish side of things but still gives you good detail The first punch animations i ever made were 4 frames at 18 fps..they were hyper fast lol and look like a fit of rage . Link to comment Share on other sites More sharing options...
Tommy Rampal Posted June 30, 2012 Share Posted June 30, 2012 They were just figures from the top of my head, they seem to work quite well with the system I'm working on. Link to comment Share on other sites More sharing options...
Medhue Simoni Posted July 1, 2012 Author Share Posted July 1, 2012 Personally, I don't like to make my animations that fast. Let's be clear what we are talking about tho. A typical strike for me means coming from a basic stand, doing the strike and then back to that basic stance. For my fastest punches, that is around 0.9 seconds at around 24 fps, with a 0.1 in blend time, and usually a 0.3 out blend time. That leaves about 0.5 for the actual punch. Like I said, that is my fastest punch, and I think if you could hit faster than that, you are in Bruce Lee territory, lol. If we are talking a Kick, then mine are into the 1.5 seconds total, with spinning kicks being near 2.0 seconds. Link to comment Share on other sites More sharing options...
Helm Anton Posted July 4, 2012 Share Posted July 4, 2012 Yes agreed Med, thats how I would do a punch if I were to make the stance as part of the punch animation, 0.50 is the slowest of my strike type animations. It really depends on weapon type as well. Typically for weapons or melee attachment your stance is 1 animation, the actual strike animation is another seperate one made to blend with the stance animation etc.. Link to comment Share on other sites More sharing options...
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