New to programming (have a programming friend but I’m the animator atm)
As we’re trying to optimize repetitive tasks I’ve been trying to get a run animation with only 2 pose keyframes to interpolate and mirror the run on each side then add a bicubic interpolation over it to get a convicing run cycle with only 2 keyframes.
we’re unable to figure out getting Unity to mirror said keyframes and on how to code in bicubic or spring interpolations
Example of what I’m attempting to do:
youtu.be/LNidsMesxSE?t=5m22s
6:49 for the interpolation part.
17:33 shows how he applied these methods to his FPS game Reciever which is built with Unity.
Here’s the source code for Receiver: GitHub - WolfireGames/7DFPS i can’t seem to make heads or tails of it as it’s heavily broken on the latest version of Unity and it seems a large chunk is dead legacy stuff.
Searching around some suggested Direct blend tree as you can go above or below 0-1 values but i ended up with this https://gfycat.com/DeepAssuredBrahmanbull and there seems no way of doing more advanced interpolation without code and are limited to curves.
Also i can’t seem to be able to set an idle pose with direct blend mode.
Outside it? sure but that takes a keypart of the whole idea of this more linear fast approach to animations.
Any idea where to go from here? It’s quite an incredible method if only i could figure it out, Would save countless hours of animation on my part and speed up the project 10fold.