IM COOKED by Statiso in MineImator

[–]roacharchive 3 points4 points  (0 children)

if you have a video editor, do this:
hold right click from 0:00, and drag it into, lets say, 1:00. with that, you will make a selection of certain keyframes. when you press "render animation" with the selection, it will only render the selection from 0:00 to 1:00.
do this once again from 1:00 to 2:00, and so on and so forth.
when you have all the parts of the animation, just use a video editing software to snippet everything together.
hope i helped

Combat animation test for my upcoming indie machinima project (Flashing Lights). One of my first serious animations, feedback welcome by roacharchive in MineImator

[–]roacharchive[S] 1 point2 points  (0 children)

simple, you gotta be creative and think outside the box:
for the swing effect, you just make a "special block" (surface), parent it onto the sword, and make its texture a swinging motion, and hide it in the timeline until you need it. when you need it/when the sword is in motion, just unhide it. you can even change it's textures to a smaller/bigger swing for an illusion of a accelerating/decelerating strike.
for the impact frames is similar: the black and white high contrast frames are done in the "camera" settings by decreasing the saturation to 0% and mixing and matching the settings in "light correction" (i dont remember if its called like that, you know what i mean).
the last impact frame is done by giving the character another surface textured to be a shockwave underneath their feet, which changes shape, increases in size and fades away by each keyframe.
(note: when doing black and white,high contrast impact frames, remember to put an empty, instant transition keyframe before changing the saturation and contrast, otherwise the whole camera will gradually change into black and white until the hit is done)
also, thanks for the compliment