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coppercube not playing model with more than 100,000 animation frames

Nigel
Guest
Quote
2019-01-02 09:53:16

Dear all please note that I am having a major issue,
coppercube is not playing models with more than 100,000 animation frames, model open in a frozen state .

kindly do the needful


srfstudio
Registered User
Quote
2019-01-02 12:48:38

Hahahaha for what would you need a 100k of frames?
It's about 27 minutes of animation on 60 fps or almost 1 hour with 30 fps :) :) If you need to stream a movie into your game just play a video :)


Nigel
Guest
Quote
2019-01-02 19:27:39

I downloaded the model and it came with all its default animations, but it is something simple , why put a limit on this ??
I don't want to re rig the models again it would be a total waste of time :(


just_in_case
Moderator
Quote
2019-01-06 02:42:04

You can split thr whole animations of your 3d model using the animation editor so that you don't have to re rig and reanimate animations.. Doing so will make you able to use required animation when you need, no need to play the whole default animation.


ishmaru
Guest
Quote
2019-01-06 05:57:00

Stupid question, but are u sure you didn't import it as a static node?


Nigel
Guest
Quote
2019-09-28 07:51:10

Theme limitations are ridiculous , i dont see why i will want to change my animations and waste my time, better shift to a more professional software no?


srfstudio
Registered User
Quote
2019-09-28 13:57:13

You do realize that on pro software like Unreal you would need to transfer the skeletal rig, tweak most of the bones and have extensive animation-sequence setup?
Copper is almost kid-friendly for animations, all you have to do in this case is open Blender, cut-out parts of animation you don't need or, if you need all animations, save 2 or 3 versions of the model to be switched in CC. I'm sure that most of the animations you have can be categorized into movement , battle, cut-scene, dialog, etc. If your animations are already separated in the model (walk, run, attack...) and you export as FBX format you won't even need to separate animation sequences in CC, they will already be separated
I usually don't make this kind of remarks on forums but why are you so lazy? Game development is a very difficult, time consuming process. Cutting animations is not. You can do it in 15 minutes and have a functional character ready to be used.


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