Does anyone know of any good tutorials out there for creating new animations. IE, completely new attack animations?
Animation Tutorials?
Débuté par
Ambaryerno
, mai 09 2010 06:42
#1
Posté 09 mai 2010 - 06:42
#2
Posté 09 mai 2010 - 07:09
do you have some 3D graphic software knowledge?
#3
Posté 09 mai 2010 - 07:31
Only been modeling for 10-odd years. Just never done anything working with bones and animation.
#4
Posté 10 mai 2010 - 01:50
If you need new animations to use in cutscenes, i know that a lot of people make them by blending two or more exsisting animations that plays at same time.
If you want new animations to use in game mechanichs i think you can only use 3ds MAX and using the animation import/export of Eshme at this project.
I don't remember if the tool works corectly with Gmax too (Gmax is the open source version of 3ds MAX).
If you want new animations to use in game mechanichs i think you can only use 3ds MAX and using the animation import/export of Eshme at this project.
I don't remember if the tool works corectly with Gmax too (Gmax is the open source version of 3ds MAX).
Modifié par Nattfodd, 10 mai 2010 - 01:51 .
#5
Posté 10 mai 2010 - 02:05
These will be new in-game animations (attack animations, talents, etc). but I'm looking for a tutorial on how to actually DO the animations themselves. Moving bones from Point A to Point B as this is something I've never done before.
Modifié par Ambaryerno, 10 mai 2010 - 02:07 .
#6
Posté 10 mai 2010 - 04:50
So you need MAX. 3ds MAX has small tutorials on how to make animations. You can find tutorials also all around the web. Keep in mind that to make a decent fluid and realistic animation of few seconds, could take hours of work.
Modifié par Nattfodd, 10 mai 2010 - 04:50 .
#7
Posté 11 mai 2010 - 06:43
Looks like Eshme's tools export from GMAX. Is there anything peculiar to animations in DAO that I need to be aware of? Like with attack or talent animations, is there a something that specifies when during the animation the target is "hit," or the talent effect should activate?
#8
Posté 11 mai 2010 - 07:16
In the thread I posted in the Scripting forum about this, Craig mentioned animation events - http://social.biowar...2552708#2554064
I haven't had a chance to look into this yet but I guess this somehow determines the impact.
I haven't had a chance to look into this yet but I guess this somehow determines the impact.
#9
Posté 11 mai 2010 - 08:17
The wiki has an animation list but this appears to be for cutscenes, is there a file list out that includes the different in-game attack and weapon draw animations? I'd like to see how the weapon draw/sheathing, combat stance, and attack/recovery sequences compare to each other.
I'm sure it's come up before, but I don't think Bioware has ever fixed the forum search.
I'm sure it's come up before, but I don't think Bioware has ever fixed the forum search.
#10
Posté 11 mai 2010 - 08:51
Beerfish made a cool animation list, dont have the link handy thou, but it helps a bunch. Combat animations for humans, i think are by part beginning with "mh_c"
You can import them into gmax to see how they look. By most part animations is like modelling, and what you see is what you get.
You should take a few important steps for my exporter
Never move the Bones or anything at Frame 0, as this is the reference pose. Be sure you fix this pose with keyframes. Albeit you can move GOB ,which allows you to shift the pivot around.
Be sure your animation begins by rotating GOD and Root 180° degrees ,equally as "all" original animations do. If not doing it, ur animation appears right, but blends bad with original animations.
These 2 issues are taken care of by importing an animation actually, with my importer thing.
The rest depends on the kind of animations and this is probably a long list. Player controlled animations you are doing are "in spot". That means the models do the moonwalk kind of. This is what you can see when importing similar animations, so i suggest you pick some and look.
It is mostly purely visual, so you make sure it "looks" like a original counterpart , this worked for me most of the time in the export.
Animations can have events happen. But this is made via the Toolset event editor. Hit sounds etc, you probably look in the event editor what kind of effects are there to get an impression.
It would seem you need to place a event anywhere in your animation, that sais when the hit is happening, when the sound is playing ,what sound is playing. Or anything like that. Many Events go by ID. For example "Ability Cast Impact". I assume this is fixed ID's for specific events ,which u need to use.
The next thing is the Animation blend tree editor. This thing confuses me to be honest. If you have seen it yet, this has many animations linked to a tree. And all go by a specific Name. So i believe Scripts or something like that need these names to play the right animation.
You can import them into gmax to see how they look. By most part animations is like modelling, and what you see is what you get.
You should take a few important steps for my exporter
Never move the Bones or anything at Frame 0, as this is the reference pose. Be sure you fix this pose with keyframes. Albeit you can move GOB ,which allows you to shift the pivot around.
Be sure your animation begins by rotating GOD and Root 180° degrees ,equally as "all" original animations do. If not doing it, ur animation appears right, but blends bad with original animations.
These 2 issues are taken care of by importing an animation actually, with my importer thing.
The rest depends on the kind of animations and this is probably a long list. Player controlled animations you are doing are "in spot". That means the models do the moonwalk kind of. This is what you can see when importing similar animations, so i suggest you pick some and look.
It is mostly purely visual, so you make sure it "looks" like a original counterpart , this worked for me most of the time in the export.
Animations can have events happen. But this is made via the Toolset event editor. Hit sounds etc, you probably look in the event editor what kind of effects are there to get an impression.
It would seem you need to place a event anywhere in your animation, that sais when the hit is happening, when the sound is playing ,what sound is playing. Or anything like that. Many Events go by ID. For example "Ability Cast Impact". I assume this is fixed ID's for specific events ,which u need to use.
The next thing is the Animation blend tree editor. This thing confuses me to be honest. If you have seen it yet, this has many animations linked to a tree. And all go by a specific Name. So i believe Scripts or something like that need these names to play the right animation.
#11
Posté 11 mai 2010 - 09:07
Ok, so say I want to create entirely new attacks. If I want to set a new combat stance, I would first make an animation that puts the character into this stance, (or import the vanilla draw weapon into combat stance animation and adjust it) then when making the attack animation, I would start it from the new combat stance pose at Frame 0 since this is where it begins from?
Then, say, I want the character to step forward with the attack, I actually animate it as if the character is standing still, and there's some other trigger that actually makes the character step?
Then, say, I want the character to step forward with the attack, I actually animate it as if the character is standing still, and there's some other trigger that actually makes the character step?
#12
Posté 11 mai 2010 - 09:10
that sucks. most folks here use either 3DsMax or some other program. I have yet to meet anyone who plays around in Maya 2009 or 10 for that matter. Sucks man...sucks.
#13
Posté 11 mai 2010 - 09:22
No you misunderstood. Frame 0 is the reference pose of the skeleton, as you import the model. This is never animated neither a specific stance. Your animation in gmax begins at Frame 1 or higher. See if you import any animation it can only go as low as 1, you probably noticed this setting already.
Animations usually have a "enter" type animation, which animates a character "into" a stance from a given default idle pose (typically standing around). And a loop animation in this stance. And a exit animation, to which gets the model back out of the animation.
The game is blending animations, so if you not had enter or exit animations (or bad ones) ,then it will simply be blended straight in and probably look unnatural. And if you made a loop animation, the animation begins and end in a stance of your choice yes. But not at frame 0 ,as i said above you never animate it.
If you still dont know what Frame 0 or the Reference pose looks like, import a model and inspect it and you will see it does not look like any animation would. This must not ever change at Frame 0. Lol ,now only talk at frame 1 will you
Animations usually have a "enter" type animation, which animates a character "into" a stance from a given default idle pose (typically standing around). And a loop animation in this stance. And a exit animation, to which gets the model back out of the animation.
The game is blending animations, so if you not had enter or exit animations (or bad ones) ,then it will simply be blended straight in and probably look unnatural. And if you made a loop animation, the animation begins and end in a stance of your choice yes. But not at frame 0 ,as i said above you never animate it.
If you still dont know what Frame 0 or the Reference pose looks like, import a model and inspect it and you will see it does not look like any animation would. This must not ever change at Frame 0. Lol ,now only talk at frame 1 will you
#14
Posté 11 mai 2010 - 10:10
Ok, I think I've got it clearer now. For new combat animations and stances there would be:
Combat Stance Enter - Gets the character into the combat stance from idle (ie, if I want them in Von Tag there's an animation that moves them from idle to Von Tag)
Combat Stance Loop - Holds them in the combat stance between actions (attack,move, etc)
Attacks - The various attack animations (I think I've counted something like 3-4 different attacks depending on the weapon type). Haven't looked for the animations yet, but I presume there's an animation to attack, and a second to recover back to combat stance?
Combat Stance Exit - Takes the character out of combat stance
Combat Stance Enter - Gets the character into the combat stance from idle (ie, if I want them in Von Tag there's an animation that moves them from idle to Von Tag)
Combat Stance Loop - Holds them in the combat stance between actions (attack,move, etc)
Attacks - The various attack animations (I think I've counted something like 3-4 different attacks depending on the weapon type). Haven't looked for the animations yet, but I presume there's an animation to attack, and a second to recover back to combat stance?
Combat Stance Exit - Takes the character out of combat stance
#15
Posté 12 mai 2010 - 03:09
Ok, I'm WAY behind the curve here, where exactly ARE the animation files to use your importer to get them into GMAX?
#16
Posté 12 mai 2010 - 01:08
anims .erf ?
I suppose so.
I suppose so.
#17
Posté 12 mai 2010 - 01:08
anims .erf ?
I suppose so.
I suppose so.
#18
Posté 12 mai 2010 - 02:24
Yes, anims.erf is the right file. If you downloaded the animations blend trees at this project, you can have a panoramic of how combat animations works (you can also preview the animations).
Generally, your explanation is correct: each equipment(shield, dual weld, two hand, unarmed, mage staff) has its own "group" (blend tree) of animations. You will notice, that there is the animation for enter/exit the combat (draw/undraw weapons), the combat stance and movements(walk/run), the swings, the talents, the deathblows (attack deathblows/die deathblows) and standard die.
Generally, your explanation is correct: each equipment(shield, dual weld, two hand, unarmed, mage staff) has its own "group" (blend tree) of animations. You will notice, that there is the animation for enter/exit the combat (draw/undraw weapons), the combat stance and movements(walk/run), the swings, the talents, the deathblows (attack deathblows/die deathblows) and standard die.
Modifié par Nattfodd, 12 mai 2010 - 02:27 .
#19
Guest_werwulf222_*
Posté 18 juillet 2010 - 01:45
Guest_werwulf222_*
Thanks for the information in this thread. I just started modding a couple of days ago and there is much to learn.
I created a new combat stance by mirroring one of the others using gmax and the next step is to get it to work in the game. If I can learn enough to do that, the rest of it will be straightforward.
If I understand things correctly, I now have to learn to correctly use the blend tree thing, scripts, event manager, and resources etc. Considering I still can't figure out how to make an animation play in the toolset I can see that this is going to take some time.
The concept for my mod is simple. I set up a skill and some talents, the idea being that when a talent is fired it links to animations already ingame. After 3 days or so, it works, after a fashion, but things are not always in synch and the talent doesn't always fire the animations correctly.
It's all good, learning is everything, and if it were easy everybody would be doing it.
Thanks again for the info. Thanks also to And04, Beerfish, Eshme, and all the others for providing examples and resources for newbie modders.
I created a new combat stance by mirroring one of the others using gmax and the next step is to get it to work in the game. If I can learn enough to do that, the rest of it will be straightforward.
If I understand things correctly, I now have to learn to correctly use the blend tree thing, scripts, event manager, and resources etc. Considering I still can't figure out how to make an animation play in the toolset I can see that this is going to take some time.
The concept for my mod is simple. I set up a skill and some talents, the idea being that when a talent is fired it links to animations already ingame. After 3 days or so, it works, after a fashion, but things are not always in synch and the talent doesn't always fire the animations correctly.
It's all good, learning is everything, and if it were easy everybody would be doing it.
Thanks again for the info. Thanks also to And04, Beerfish, Eshme, and all the others for providing examples and resources for newbie modders.
Modifié par werwulf222, 18 juillet 2010 - 02:01 .
#20
Posté 21 juillet 2010 - 02:32
What do you mean with "the talent doesn't fire the animation correctly"? The animation don't start or what?
#21
Guest_werwulf222_*
Posté 21 juillet 2010 - 05:39
Guest_werwulf222_*
To start with I simply used the autoattack animations, no custom scripts, just to get something that I could explore with.
When the talent was triggered it would sometimes cause the appropriate animation to play correctly, sometimes not. Often things would get out of synch, i.e the yellow text naming the talent would show, but the character would not be performing the attack indicated.
Pretty understandable considering how quick and dirty I put the mod together and as I say I didn't make any effort to write scripts or do anything else to make the mod work correctly; I was just after something that would work enough to allow me to continue exploring while I research the information I need to understand in order to make the mod work properly.
When the talent was triggered it would sometimes cause the appropriate animation to play correctly, sometimes not. Often things would get out of synch, i.e the yellow text naming the talent would show, but the character would not be performing the attack indicated.
Pretty understandable considering how quick and dirty I put the mod together and as I say I didn't make any effort to write scripts or do anything else to make the mod work correctly; I was just after something that would work enough to allow me to continue exploring while I research the information I need to understand in order to make the mod work properly.
Modifié par werwulf222, 21 juillet 2010 - 05:58 .
#22
Posté 21 juillet 2010 - 09:41
But have you created a custom abillity? If yes it could be a cooldown too fast.
#23
Guest_werwulf222_*
Posté 22 juillet 2010 - 02:27
Guest_werwulf222_*
Creating a custom skill and 4 custom talents was the first thing I did.
#24
Posté 22 juillet 2010 - 01:47
Do you have also problems of no hp loss applied on targets?
#25
Posté 25 novembre 2010 - 07:24
whenever running the setup "could not extract anims.erf'comes up any solution?





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