i need help in videogame animation 3d info, if i was having a animation that flow but instead it just skip like south park for example, would it lag for a videogame? trying to do like a castle crasher animation that would skip ton of time …how thing work?
You can make an animation do whatever you want.
But for non south park watchers, you are going to have to give us a better description of how you want this to function.
They mean low/variable frame rate, like 10-12 FPS. Keyed without blends/curves. But, yea, like @Kiwasi said, it’s really just how you animate it. It’s a style. While it may technically possibly to write something that sort of emulates that staggered look programmaticly, it really won’t look that great, (probably look pretty terrible actually) and there would be a lot of overhead. Best way would be to animate it that way in the first place. (Or key and step an existing anim and adjust).
thanks info just wanna to know if it gonna lag of something,most of the game are just flow
if animation skip so fast would it lag game that was my question
No lag. It’s just an animation style. But if you try to blend animations, you may get strange results.
Just alter animation curves.
Turn that curved slope into a stairwell. Boom. “”“low fps”“” aniamtion.
In Unity, it is possible to query animation curves for their value at a particular point. Using this, it is possible to set up a script that “runs” a created animation, but runs it at a lower, pre-defined framerate. This would not affect the performance of the rest of the application. Everything else could update at its normal rate, but the animations you specify would only update at your chosen intervals. It would give you the effect you’re looking for without having to alter the original animations, and without negatively affecting the performance of your title.
It won’t look like South Park style with that method, it will just look low FPS. You could just set the max FPS for the game for that. Those style of animations are varied rates, the movement how and when is chosen at the right point for effect. A simple reduction on an existing animation will most like look like something is broken.
Well, a low frame-rate was the reason for South Park’s original style. They shot the entire pilot episode using paper cut-outs and a low frame rate. (on account of stop-motion taking forever if you try to shoot for a high frame-rate) Also, adjusting the overall frame rate of the game probably wouldn’t be a good approach, as it would affect the entire game, rather than just the elements you want to be more “jerky.” There may very well be elements in the application that you don’t want to have that jerky style of animation.
Unity provides a decent number of options for animations, and a touch of scripting can help you to take more complete control over them. The solution I suggested also has the added benefit of dynamic control. With that type of set-up you would be able to alter the targeted frame-rate on the fly, allowing you to change the animation updates as needed while the game is playing.
Correct, adjusting the overall frame rate won’t look good, but it will achieve about the effect as simply sampling/staggering an existing timeline animation via scripting.
Ultimately to achieve something stylistic close to that has to be done at the animation level, adjusting the frame rate won’t do it. It’s not about frame rate, it’s about when individual elements actually move. For example when a character walks the body may be moving every 3rd or 4th frame while the mouth or other elements may be moving every frame or second frame. Now, if you have a camera or other environmental motion related to the character but not part of the character, if they are different frame rates you will get sliding and/or popping. Now you mix player control into it (as it is a game), you will get a perceived lag if you are altering an existing animation externally (or alternately you lose sync). Lowering the overall frame rate will not look good, but will not look (or feel) broken.
While it would be ‘possible’ to achieve a similar look procedurally, the rule set and planning would need to be very complex, and be well broken out, and wouldn’t work arbitrary content. It would be significantly more work than just animating it directly to the style you are targeting in the first place. Trey didn’t animate that way because of technical limitations, it was choice, a choice that favored speed. You can easily do the same in unity. Animating that way in the first place is much more in the reach for 99.99999% of folks than procedurally/programmatically trying to emulate it.
Thanks for the info,ill find a way to do it ,pretty sure theres many way maybe create 2.5d or find something to do with it

found something perticular like spiderman into verse mechanic stop motion style pretty cool i use grap edititor made it script to be that way ,
Yep, that’ll do the trick.