I know it's not nice to say bad things people work hard for, but considering I am one of the few people who take the animation tools seriously I think it's appropriate to give my 2 cents on this since I was the first one to introduce real animations within the Ylands Editor.
If you don't believe me, you can look at my youtube page -> https://www.youtube.com/channel/UCJYROFrcoXhSQXhh7Mn-_8g
Anyway let's get started.
1) Smoothing
Smoothing is capped at 1, which really doesn't make any sense because acceleration should be fully adjustable (from o to 999999). When I made animations, I frequently used animations that had incredibly slow initial velocity and accelerated immensely.
Smoothing does not accept negative values. What this means is I cannot have an object move from point A to point B while slowing down. (Imagine a Car approaching a Red Light)
2) Rotation
Everything about this is a mess.
First take into account that some objects don't even have rotation centered around their middle, but the corner of their model.
a) I consider Rotation "Align with Translation" to be effectively useless.
The incredibly niche use for it (rotating something relative to its movement such as a turbine) can be effectively and easily replace by
with MUCH easier manipulation.
b) Rotation "Around Reference Point" is incredibly difficult even for me (someone who has experience with these things) to easily manipulate objects.
First, the reference point doesn't even align properly. It should rotate relative to the arrow of the reference point.
3) Having a chain of different animations happening simultaneously is too difficult to do using the tools provided.
Animations in general are not mathematical, but visual.
The most common form of animating in 3D programs such as 3DS max is by allowing the user to create "screenshots" of difference poses, and instead have the machine compute how the limbs, objects,etc will travel in space to reach their end point. This is called "Blocking to Spline". I'm not expecting for some amazing, but it would be easiest way to get people to have access to animating.
4) The animation tool isn't useful for feedback movement such as a flying vehicle because the game cannot smoothly transition from one type of moment to another.
I'll keep trying to work with the animation tools provided but at the given moment...they are just too difficult to be able to make something more interesting than a bird with flapping wings.
I know it's not nice to say bad things people work hard for, but considering I am one of the few people who take the animation tools seriously I think it's appropriate to give my 2 cents on this since I was the first one to introduce real animations within the Ylands Editor.
If you don't believe me, you can look at my youtube page -> https://www.youtube.com/channel/UCJYROFrcoXhSQXhh7Mn-_8g
Anyway let's get started.
1) Smoothing
Smoothing is capped at 1, which really doesn't make any sense because acceleration should be fully adjustable (from o to 999999). When I made animations, I frequently used animations that had incredibly slow initial velocity and accelerated immensely.
Smoothing does not accept negative values. What this means is I cannot have an object move from point A to point B while slowing down. (Imagine a Car approaching a Red Light)
2) Rotation
Everything about this is a mess.
First take into account that some objects don't even have rotation centered around their middle, but the corner of their model.
a) I consider Rotation "Align with Translation" to be effectively useless.
The incredibly niche use for it (rotating something relative to its movement such as a turbine) can be effectively and easily replace by
with MUCH easier manipulation.
b) Rotation "Around Reference Point" is incredibly difficult even for me (someone who has experience with these things) to easily manipulate objects.
First, the reference point doesn't even align properly. It should rotate relative to the arrow of the reference point.
3) Having a chain of different animations happening simultaneously is too difficult to do using the tools provided.
Animations in general are not mathematical, but visual.
The most common form of animating in 3D programs such as 3DS max is by allowing the user to create "screenshots" of difference poses, and instead have the machine compute how the limbs, objects,etc will travel in space to reach their end point. This is called "Blocking to Spline". I'm not expecting for some amazing, but it would be easiest way to get people to have access to animating.
4) The animation tool isn't useful for feedback movement such as a flying vehicle because the game cannot smoothly transition from one type of moment to another.
I'll keep trying to work with the animation tools provided but at the given moment...they are just too difficult to be able to make something more interesting than a bird with flapping wings.
Edited by Igor Q.Share this post
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