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DLC Animation Ideas!

Archive: 10 posts


The Animation Tweaker already contains so many animations! Ideas for DLC animations will be incredibly tough. but here is what I had in mind after seeing Beta footage!

- Dance Packs! A pack which consists of dances known around the world! Such as a Funny Belly Dance for toggle, The Russian Cossack for Swoop, Break Dancing for Oddsock, etc.

- Expressions Packs Adding on to Sackboy's and friend's variety of expressions, ranging from simple Happys,Sads,Scared,or Angry, to Something like Montrous,Flirty,Robotic or Confusion

- Core Animation Packs, either being still framed poses or quick animations such as more sprinting, walking and running styles, combat based animations like Punches, Kicks, etc.
2014-10-19 04:16:00

Author:
TheSonic41125
Posts: 39


Yep, and I think they may well do this. Things like drunken walk, stagger, crawling on hands and knees or forward roll would just add so much more for those budding film makers.2014-10-19 06:39:00

Author:
GribbleGrunger
Posts: 3910


ooh really nice idea! I know for sure i would definitely purchase some of those packs 2014-10-19 07:53:00

Author:
LJRobey
Posts: 122


I wish they allowed you to make your own animations like an SFM type thing2014-10-19 21:19:00

Author:
amiel445566
Posts: 664


That sounds like an amazing idea2014-10-19 22:56:00

Author:
Mark3y_man
Posts: 94


I wish they allowed you to make your own animations like an SFM type thing

That could be pretty fun! Not really sure how SFM works but if you have ever used a 3D program such as maya, you could position sackboy in certain poses and 'keyframe' the poses.
2014-10-20 08:56:00

Author:
LJRobey
Posts: 122


If you use blending you can create unique animations. Using a sackbot set to sackboy and act is the best and most stable option. Adding sounds also changes the overall feel for what a certain gesture does. I've just put up a very short animation demo. It's short but you'll notice how blending and adding in certain sounds changes everything.2014-10-21 14:53:00

Author:
GribbleGrunger
Posts: 3910


SoUnds cool. Diff DLC=diff animations. Truly magnificent idea. Glad I thought of it :hero: lol2014-10-23 04:11:00

Author:
ZNBJ
Posts: 181


Can't You Mix Animations Toghther?2014-10-28 01:06:00

Author:
CamostarAtIsabella
Posts: 188


Can't You Mix Animations Toghther?

Yes you can. There are blender options. When you place the animation chip down it opens a small strip above it. This contains the waveform of the animation. It's a green line which rises, gradually increases or falls, dips or peaks. It's a visual representation of the animation itself. You can change the speed of the animation, at what point the animation begins and at what point the animation ends.

There are three options:

Animation blend Action: Automatic blend
Animation blend Action: Manual Blend
Animation blend Action: Sequencer Relative

Manual Blend just plays the animation when placed on a sequencer and you have to manually adjust the start, stop point and speed to sync it up with other animations overlapping or running along side it. I don't use this often because it creates a disjointed look between the animations if you're not careful.

Sequencer relative plays the animation over the allotted space and blends it automatically. If you place one down on its own it will just display a green line starting at bottom left, ascending to top middle and then descending to bottom right. If I take another animation and place in directly beneath, overlapping on the left or the right, it will force the two animations to sync up and blend the two smoothly. So a yawn animation, the 'AH' animation and the stretch animation (set to 70% speed and to the end of the animation (30s in this case), it becomes a guffaw. If you then adjust that stretch animation speed to 10s, it becomes a titter.

Automatic blend is useful if you want a sudden switch between the animation but not too drastic. It's handy for that 'double take' or 'shock' moment.

Sequencer blend is the way to go and sackboy set to act. Using those three simple animations above, I can create dozens of unique animations and expressions ... and there are dozens and dozens of animations. Just taking Sackboy as an example. He has:

Core animations
Blink animations
Emotive animations
head-look animations
Speech animations
Powerup animations
Acrobatic animations
Grap and hang animations
Swimming animations
Climbing animations
Costume animations

And each of those categories has many animations. For instance, the core animations have about 30.

Every single one of those animations can be used in ways you wouldn't expect when blended. Now add ALL the characters from previous games (and sackbots/Zombots), each of which have their own nuances of the above categories and you begin to realise how mindblowing this is.
2014-10-28 03:30:00

Author:
GribbleGrunger
Posts: 3910


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