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SikTrix Problem, Not a stupid question.

Started by 4130BMX, August 30, 2005, 06:41:35 AM

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4130BMX

I don't know if I am the only one who gets this problem, maybe because I am the only one making the type of tricks I do, but whenever I try to make a "fast" trick,  it completely *#*#*s up in game.

For instance, I made a double tailwhip in siktrix for the bmx model.  It looked fine in siktrix,  hands on the handlebars, legs flailing in the wind until catching the bike at the pedals.  But then when I would do the trick ingame, the hands would come off the bars a bit, and the major problem was the feet,  Instead of having his legs come back and catch the bike right as it finishes it's second rotation, they stay in the air and flail around, not much atall like in the editor, and then slam onto the pedals.

It's almost like the bike is doing the trick at 25fps and the rider is only doing it at 20fps, so when the bike is done, the rider isnt.

I thought at first maybe it was because of the insane amount of movement/rotation in the trick, so I simplified it a little bit,  I made a barspin to tailwhip instead, and had the rider kick the tailwhip in a bit of a no footed cancan.

My straight tailwhip trick is on a 28 frame trick, and it is smooth and fine.

The Barspin to Tailwhip is on a 27 frame trick, and the barspin takes up the first 9 frames, so the tailwhip has 10 less frames to spin compared to the straight one.   The gif works fine.  as you can see here...



I know the leg goes right through the bike at the beginning, I simply made a semi-rough draft of the trick to see if it would work in game, which was a good idea since it doesn't.

Here are a few pics of what it is like in-game.


This was taken right after the barspin.  The rider is still facing straight.  his arms and legs are still where they would be if he was doing a straight air, but the bike has started to tailwhip already.



If you look in the original GIF file, he extends his no footed cancan pretty much when the bike is halfway through the tailwhip,  here it is extended when the bike is closer to 3/4 done the whip


Also noticable here.


Here you can see the bike is pretty much completely done the tailwhip.  In the GIF from siktrix, his feet would be on the pedals and ready for landing, when in this picture, they are still off to the left side of the bike.



And heres the doozy,  The bike is done the tailwhip, and just now, the rider is reaching his legs to catch the tailwhip.  In the GIF, the bike would be about 2/3rds done the rotation,  yet in this picture it has clearly finished rotating, and his legs and feet are actually clearly on the right side of the bike.  Which does not happen atall in the siktrix GIF



I don't know what I expect to be said about this,  I doubt there is anything I can do to prevent it, and I doubt any of you have experienced this problem.  It doesnt seem to happen on any of the tricks that are slower, and I think the rider himself may have a limit to how fast he can move?

Since you guys here at TD are the awesome badass people that invented this program, and don't get me wrong, it is to my utmost delight, and I couldn't appreciate it more.  I thought maybe you would know if this is an actual problem with the way the game was made,  or what?

Any help is appreciated.

mcm2boys

Thanks for the feedback, i'm not sure whats causing the difference in FPS between the bike and the rider animations. There have been a few other issues with ariel tricks where the rider drifts further down the bike than he is shown in the editor. The basic problem is i don't know exactly what Rainbow do in their animation routines, SikTrix shows a straight frame by frame respresentation of what is in the animation but there seems to be a few other effects in force in the game, it's not just a straight frame by frame copy of the animations you create.

The only thing i can suggest is try to adjust the bike animations in the editor to allow for the differences so that it comes out ok in game.


Laurie

4130BMX

Quote from: mcm2boys on August 30, 2005, 08:49:37 AM
Thanks for the feedback, i'm not sure whats causing the difference in FPS between the bike and the rider animations. There have been a few other issues with ariel tricks where the rider drifts further down the bike than he is shown in the editor. The basic problem is i don't know exactly what Rainbow do in their animation routines, SikTrix shows a straight frame by frame respresentation of what is in the animation but there seems to be a few other effects in force in the game, it's not just a straight frame by frame copy of the animations you create.

The only thing i can suggest is try to adjust the bike animations in the editor to allow for the differences so that it comes out ok in game.


Laurie

Thanks for the reply.

Thats what I was thinking of doing, was slowing the bike rotations down a bit,  but the trick is crammed in there as it is and theres no space to extend them, so I was thinking of speeding the rider aminations up a tiny bit.  I've yet to try that but I will and then Ill post on the outcome.

Red_Alert

the problem is caused by tweening to much at a time, you need to make more pose frames when having a lot of bike motion

4130BMX

Quote from: Red_Alert on August 31, 2005, 05:34:14 AM
the problem is caused by tweening to much at a time, you need to make more pose frames when having a lot of bike motion

I tweened like every 3 or 4 frames.



Look at the GIF in the top of the post,  thats what it looks like in the editor.

Red_Alert

believe me i know what im talking about, ive had it happen a lot and i know its because of tweening too much, yes you may have tweened every 3 to 4 frames but if at any point in the trick you tweened just too much it ruins the whole thing, ive made a tailwhip for the bmx model with no problems so i know its possible, idk how you tweened it though so i can't tell you where you might have went wrong, could be from tweening the bike too much or the rider. Either way i know it happens from tweening.

4130BMX

Quote from: Red_Alert on September 01, 2005, 04:15:00 AM
believe me i know what im talking about, ive had it happen a lot and i know its because of tweening too much, yes you may have tweened every 3 to 4 frames but if at any point in the trick you tweened just too much it ruins the whole thing, ive made a tailwhip for the bmx model with no problems so i know its possible, idk how you tweened it though so i can't tell you where you might have went wrong, could be from tweening the bike too much or the rider. Either way i know it happens from tweening.

I cease to see how it could be from the tweening.

Ive made tailwhips that work fine, I've made 360tailwhips that work fine,  Ive made every trick I've wanted to and they all worked fine.

The only time ive ever had a problem is when I try to do very fast tricks, such as a double tailwhip, or a barspin to tailwhip.

I make all my tricks the same way, and tween them all the same way.  So unless you have some type of proof that it's because of my tweening, then I don't believe you.

mcm2boys

I don't think tweening should make any difference, unless there is a problem with the program. Tweening should just adjust each frame between the 2 tweening points to make a smooth transition from the first point to the last point. If tweening too much really does cause this then i need to take a look at the code again.

I think Rainbow put some gravitional effects into the physics so that the rider will fall off when inverted, and it's this that causes these weird rotations in game. They must also do some real time tweeing of their own to make for smooth animations for different frame rates which might also cause some of the weirdness.

Laurie

v_hoOk~

i think ive have a similar problem on the way my keys were configured, when i got a joy, it wasnt ne  problem, try messing with ur key setting if u use a KB, or reinstall your Joy