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FIRST PERSON ANIMATIONS
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Animation! Quite possibly the most fun thing to do in this whole project!
Before we do this though, let me explain exactly what animation is and how it works.
In animation you acheive movement through a series of setting bone poses, recording that pose, then setting another pose, recording it, and so on. This is the basic idea that you need to do. At each pose, the bones will automatically figure out how to get to the next pose in the shortest route possible, so you don't need to set a pose every step of the way, only at the major points of the animation. This is akin to classic illustrated animations. The lead animators would draw in the key frames of the sequence, and the lesser paid animators, sometimes called Tweeners, make the frames in between each key frame. In 3d animation, you take the role of the lead animator, setting and recording the important poses (we'll refer to this process as Setting Keyframes from now on), and the program does all the tweening for you.
These Keyframes are stored on a Time Line, and this time line is sorta like a real of film. You cycle through the time frame to play back the animations. You can do this pressing the Play Button or RMB (Right Mouse Button) dragging agross the Time Frame. This RMB dragging to play the animation is called Scrubbing, for some reason.
Now, we need to bring up the stuff needed for animating. The easy way to do this is to select one of the premade setups available on the drop down menu on top, but I prefer to do it manually. Essentially, all you really need is a 3d view, a Timeline, an Action Editor, and maybe a Buttons Menu or Outliner. I would recommend a side bar to swap between Buttons Menu and Outliner quickly, rather than a window pane for each.

Ok, so lets get the gun in the hand and ready for action. Whenever you want to be posing the skeleton, MAKE SURE you are in pose mode. Edit mode will not be good.
First, we should get the right hand ready to hold a gun. Lets select the Right Wrist bone (this is what the Outliner is useful for) and set the Orientation to Global.
Tip: The Orientation is very handy for animating. Global will be using rotation and translation based off the world's axis (in this case, Z is Up/Down, Y is Left/Right, and X is Forward/Backward), while Normal will be using the bone's own XYZ directions, like for the trigger, Z would be used for the button being pressed in. If you are unfamilar with this option, see the drop down box opened up in next pic.

Alright lets move the arm to the right a bit and rotate it so that the palm is facing towards the left, and rotate it up a bit. It doesn't have to be perfect, we can adjust it more when the gun is in place, this just gives you a target for positioning the gun.

Now we move the gun into position. Move the A49SkrithBlasterBone into the hand.
Tip: In the buttons menu, when you have the Skeleton selected, you can toggle the skeleton showing through the mesh or not by clicking X-Ray in the Armature tab.

Now we can adjust the wrist a bit, reposition the forearm into a more comfortable position, and move the fingers so they wrap around the handle. Make sure that thumb looks ready to press the trigger, and don't be afraid to use the finger bones that are inside the hand to make the hand look more beleiveable. And don't sweat it if the hand or fingers go through that handle a bit. Just imagine it as if the finger tips are squishing down a bit when he's holding it.

Next, we get the left hand in place then save this as a rest pose.
Getting the left hand into position should be pretty easy. Just look at my pic for an idea, or you can figure out your own way of doing it.

Ok, it looks a bit uncomfortable, but A ) Its an alien weapon after all and B ) you couldn't really see it in first person view anyways.
Now select all bones and Add Pose (SHIFT+L) and name it as Rest.
SkrithBlaster_Tut10.blendOk, so your gun and arms are posed and looking pretty. Now you get to animate! Yippee!
A quick run down on animations that are more or less standard for BW and their names:
Idle
Putaway
Pullout
Reload
Cock
Fire
This list can change some, but you should always without exception have an Idle, Pullout, and Putaway and make sure its named the same.
We'll start off by making a new Action channel. We'll name it Idle. Check the pic to see how to add a new channel.

Ok, first step, we want to work on the MainRoot bone so that we can get a simulated breathing for the base idel animation. The trick here is that you want the animation to be able to loop. This is pretty easy to accomplish.
Ok, so for the breathing, we'll have the arms start at the Rest pose (you'll probably want to do this for many animations). Lets start bay making sure the time frame is on fram 1. To do this, either right click drag the Green marker to 1 or on the little text menu type 1 in the middle of the time frame header.
Now we Insert Key ( i, while mouse is in 3d view) and on the menu that pops up, press either Rot or LocRot. What this does is filter what changes to save. Rot being Rotation and RotLoc being rotation and location. We will only be rotating this bone, but I recommend usinf the LocRot option becuse it'll work for anything you do for these animations.
Note: UEd can not handle time frames recording Scale, so don't use it!

Now move your time slider to frame 25. What we will do here is rotate the bone downwards to make it like the character is breathing out. But don't rotate it too much! Holding shift while rotating manually will give you finer adjustments.
Now, the secret to making it lifelike: adjust it very slightly on the other axises (or how ever you refer to multiple axis) as well. If the joint rotates only on one axis, it looks very mechanical. Also, if you haven't already done so, I would recommend setting orientation to Normal, particularly whenever you do rotations.
I'd post a pic but I'm afraid you wouldn't notice anything.
Now, skip ahead 25 more frames and rotate the bone upwards a bit, close to the starting postion, but not necessarily at the same rotation. Then skip ahead and rotate it downwards. I would recommend repeating this until you do it till 150 frames. This will make it long enough that you won't notice it repeating in game as much.
When you get to setting the 150th frame, instead of manually changing it, Browse Poses ( CTRL+L) and make sure its at Rest (you can browse through any other poses you might have, but you don't right now, with the mouse wheel) and press ENTER. Now Insert Frame.
Well, you now have your first animation! Wanna play it back? Ok, make sure Start (in the timeframe header) is set to 1 and End is set to your last frame (in this case, 150). Now hit the Play button on the header!
Neat, huh? But its a bit lacking. Lets make the arms move some too, just to add some depth.
Stop playing the animation and select RightArm. Make sure its at Rest Position and insert a key frame. Now, skip ahead to... hmm... 30. Rotate the arm up about 5 degrees and record it. Play back the animation and notice what happens.
It should rotate the arm up a bit then stay there until it loops, in which case it suddenly jumps back to rest position. Now go to frame 40 and rotate the arm inwards about 15 degrees. Play back the animation.
Notice how the arm jumps really quickly to position? Thats because there aren't a lot of frames in between the key frames, so it has very little time to position itself to the next frame's position. Lets exprement with this.
Go to frame 90, and without changing the rotation, set a key. Play it back. See how nothign happens? Thats because the two key frames at 40 and 90 are identical, so it just maintains that pose.
Go to frame 150 and set the joint to Rest position and set a key. Play back.
Notice how the arm doesn't start to move to the rest position until after frame 90? This is because you have it basically hold the pose from 40 to 90, then release. This is a very handy thing to know.
Now, close the action editor window pane and create a new one. Unless you see MainRoot and RightArm in the pane on the left side. In which case, its only something wrong on my end and not yours. Anyways, take a look at the two channels (MMB moves view and scroll wheel zooms, just like any other pane). See the dots there? Those are key frames in place. You can click and drag them to move where they are in the time frame. Very nice. Now, specifically in the RightArm channel, see that yellow bar between the two key frames? That signifies that its more or less a sustained pose, like we mentioned earlier. If you put a key frame inbetween the two, it breaks the bar because there is movement between the two frames.
Tip: When you get your Pose set, make sure you don't change the current frame before setting the Key Frame! This will revert it back to how it originally was before you posed it.

Controls in the action editor are a lot like in the UV editor and 3d view. SHIFT Clicking on keys selects multiples, SHIFT+B lets you box select them, G lets you drag them, SHIFT+D lets you duplicate them, and you can even scale them with S. Oh yes, and you can delete key frames in here too. Also, as you make key frames with more bones, those will show up in the Action editor.
Alright now, delete those example keyframes and add some of your own in. Some ideas would be to move the arm in such a way so that it goes with the breathing, if you do this, try to rotate the RightArm so that the elbow stays near the same position at all times. This can be tricky, but it really doesn't have to be perfect.
Other things you could animate for the Idle sequence: LeftArm, maybe some of the fingers, the thumb.
When you got that done, its time to start a new anim! To do this, you must make a new Action channel. Before you do this though, select PoseLib in the list (I usually end u pchanging its name to Rest) then add new. What happens when you make a new channel is that it basically just makes a copy of the currently active action channel, so any and all key frames you have will be transferred over. When you use PoseLib, you copy over the rest key frames, but unfrtunately, you get all of them. This means a lot of clutter in the action editor. What I sugges after you make the new Action Channel is to delete all those bone channels (select the name and hit DEL).
I recommend doing the fire animation next, since its easy. So call this one Fire. This will be a bit different. For the starting frame, we're going to not have this one start at the rest pose. We'll start with this recoiled a bit, to make it look more dramatic and sudden. But before we can do that, select the MainRoot bone and make sure its not Connected (you might have to go back to Edit mode temporarily).
We're also probably gonna make this only 30 frames long, so you can set the end frame to 30 for now. The start and end frame don't actually change anything, its just for playback purposes.
Lets move the MainRoot back a little bit (I moved it back about 0.5) and tilt it up just a bit (about 7 degrees). I'll tilt the fore arm up about 5 degrees, and actually move the MainRoot down about 1. I tilted the left forearm up about 15 degrees. Also, it appears I accidentally had my frame at 112.

Easy fix, just select the keys and drag them to the proper frame.
Ok, now, skip ahead to frame 10 and make the gun move a bit further back from the recoil. Then just return it to the Rest position at frame 30.
Also, DO NOT overwrite your RefPose action channel! I just did. And darn it, it messed things up.

Now, you probably don't want to go too heavy on the recoil, because this weapon will be an automatic weapon, and too large of recoil will make it look too jerky. We can do that for a possible AltFire animation, which will be a concussive shockwave! Also, don't worry too much about the speed of the animation. This can be sped up or slowed down in UT2004.
Ooh, don't forget the thumb pressing the trigger down for the first ten frames!
We shall do reloading next then. Reloads are usually pretty frame intesive, so lets set the playback range to 200 for now.
Anyways, we'll start with working on the MainBase bone. Set a key at rest position on frame 1. Move it ahead, probably 30 frames, I think. Move it down about 1, back about 1, roll it to the right about 10 degrees, tilt it in about 6 degrees, and tilt it up about 10 ish. Lets move to the RightArm now. Set a key at rest pose on frame one, then go to frame 30 and rotate it fown about 0.5 degrees.
Lets go to the LeftWrist. At frame 1 and frame, probably 15, set it at rest pose. Now go to frame 30 and move the hand forward some. You may need to use a couple axis, but try to make it line up with the battery. Next we work with the fingers and try to get them to grip the battery. Make sure they start out and stay in the rest pose until the hand moves forward. What we want to do is avoid having the hand clip through the gun while he changes position so that it looks like he grabs the clip. Don't worry about a little bit of clipping though, so long as you can't see it from first person (you be the judge of that

), but aits good practice to try to minimize it. The fingers can be tough to select, so thats why you make use of the Outliner.
I recommend going to frame 25 and getting the fingers in position, then work your way back to ensure things don't clip. Now select BatteryPackTip and set a key at rest at maybe frame 23. At frame 30 pull it out a bit. This would be the part where the player unplugs it. I now move to frame 35 and drag the battery outwards so that it is entirely free from the gun, and I move the hand forward with it. Make sure you set the keys!
Note: Its probably a hassle trying to keep the hand and battery alligned, but I'm afraid I don't know a better way. So for now just rough it out like I did in Maya. Though any tips you know would be greatly appreciated by me.

Lets go to frame 45 and move the battery and hand down, out of sight, and forward a bit. Now play through it and take note during the point between frame 35 and 45. Make tweaks along the way to ensure the battery remains in the hand. Be careful, don't put too many keys, as it will look choppy.
You probably won't be able to get it quite perfect, that takes time and skill, but get it as good as you can get and remember that you won't necessarily will be able to see all the details from the player's view, but don't rely on that fact too heavily.

Now, we'll have the hand and battery pull back and down more so that it truly gets out of sight. I think we can set this frame to 55 since it'll be moving about the same distance as the previous sequence.
At this point I'm using Global Orientation so that I can move the Wrist and Battery at the same time on the same axis(es?). It probably would've worked great for frames 35 through 45.

Be careful when you use it though, as in the part where its still being pulled from the gun, it need to be alligned properly so that the plug doesn't pop through the side of the gun. Though in reality that probably could've been a problem solved by doing hand and battery animations first.
So you'll learn tips and tricks on how to do these things better. Even I am, but this is the first time I'm doing a complex animation like reloading in Blender, so... yeah.
Move your camera back to an approximate First Person view and take a look. If the battery and hand are out of sight its probably pretty good. We can adjust this later anyways once we see it in game.

Now, we cheat. In the action editor, select any key at frame 55. Now Column Select (K) and Duplicate the keys (SHIFT+D) and drag them over to frame 60. This pause right here will basically be when the player is looking around for another battery. And now we cheat again. Select a frame at 45 (make sure you deselect the other ones first), Column Select, then duplicate and put it in frame 65. What we're gonna do is reverse the animation from frames 30 through 55. We'll probably make this half of the animation go faster, but for now feel free to make it go at the same rate.
Once you get those in place, start tweaking the animation for the return so it doesn't look like you just looped it backwards. Personally, I ended up deleting the copied over frame 45 keys so it looked like he put the battery in place more directly.
This part is hard for me to put in a tutorial. Its really something you have to learn from experience.
Now that we got the basics done, lets add some details. First thing that's easy enough to do is make the LeftArm move so that it looks like the left hand is moving at the elbow. You'll have to figure that out yourself.
Lets go to MainRoot now. What we're going to do with this is move the whole thing around a bit so that it looks more natural. I think we'll make the bone move forward some and tilt down a little bit shortly after the battery is pulled out. A few frames later have it recoil back to a simliar position as before. Now add some sway when the battery is down, this kind of helps enforce the idea that the guy is getting to a new battery. Go to a frame shortly before the battery is fully inserted and move/rotate the bone a bit and set a frame. Now have the gun jerk back a little bit when the battery is inserted. A few frames after that, have the bone recoil forward.
Now have the RightArm move a bit to simulate the elbow moving. At the last frame that the guy is holding the battery still, make sure there is a key frame for all the fingers so that they stay holding the battery (it wouldn't hurt to make small movements to the fingers during the reload sequence though) and then set everything back to rest at maybe frame 90 or wherever you feel is a good time for the arms to return to rest. After that, its pretty much done. Just make sure things seem to be going at a consistant rate (Action Editor is awesome for this).