Can anyone show me how to make my character seem like he had gotten hit really hard and thrown across the room?
I need it to look like it was done in a matter of seconds.
youll need to use spot directing
maybe try
@CHARACTER walks to spot (spot) IN zone (whatever) in time (seconds) and CHARACTER does it while run_superspeed?
I forgot what the run animation is, but search up run, and there should be one called super speed or something. Not sure if this will work, but try it!
@Nique_Unique You’ll need to use spot directing.
For example
EXT. MOSCOW STREET - NIGHT with CAR ANGLE SILVER to 0.872 -758 -48
&MC stands screen right
&N spot 1.032 -306 -85 AND N faces right
@transition fade in black 2
@overlay CAR ANGLE SILVER moves to layer 3
@N moves to layer 2
@MC moves to layer 1
&N walks to spot 1.035 52 -82 in 3.0 AND N does it while idle
@overlay CAR ANGLE SILVER shifts to -396 -45 in 3.0
@overlay CAR ANGLE SILVER scales to 0.872 0.872
sound car_screech
@pause for a beat
@MC faces left THEN MC starts run_fall
@N starts mortified THEN MC starts idle_fallen
@pause for a beat
^that’s a copy-paste from my script… idk if it answers your question?
Basically just add
@ CHAR walks to [spot] in [small amount of seconds]
for it to be faster :))
Simultaneous commands:
Use the ampersand - &.
Try what I told you, but before the character flies across the background, do @CHARACTER1 is (punch animation) THEN @CHARACTER is (whatever I told you earlier)
Would it be something like this
&ANGELA is punch_jab THEN SCOTT runs to spot 0.803 -48 163 in 2.0
to make it quicker:
@CHAR is ANI and pause for # (how long ani is or how long u want it) THEN CHAR is ANI
So it’ll be @ANGELA is punch_jab AND pauses for 1.0 THEN ANGELA is
That’s how far I think I understood.
Don’t do @CHARACTER runs to spot. It won’t work. Do @CHARACTER walks to spot (coordinates) AND @CHARACTER does it while (run animation).
I have this down but all he is doing is running instead of getting thrown back.
@ANGELA is punch_jab AND pause for 2.0
@SCOTT walks to spot 0.803 -48 163 AND SCOTT does it while run_athletic_offset
AND SCOTT does it while run animation IN (time frame in seconds) To make it short, do 0.1
Oh… I fiqure it out, thanks for your help!
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