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Alternate Animations


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#1
Failed.Bard

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  I'm slowly getting around to doing the full race range for the chair sit animations.

 Dwarf and half-orc are turning out to be the tricky ones, at least for females, since the greater shoulder width really throws off arm and hand positions.

  Halflings and gnomes have to have the rootdummy position altered, but that's turned out to be easier to do.  The base race models only have dummy nodes in them, which makes fine tuning more trial and error than I'd expected.

  Anyways, I started a project for it here.  For the moment, each animation will get its own zip file, containing the base races, plus a text file with all of the animations needed for either a_fa/a_dfa/a_ba/a_da use, or by race/pheno base model use.



Posted Image

  The one I started with is the female "slouchy" animation I'd tried last in the ccc.  The dwarf and half-orc still need their arm placement adjusted, but the other four seem to be working properly.

Edit:  Fixed this one now too.
Posted Image


  I'm on holidays this week, so I'm hoping to get the six sit animations done for all the races before I'm back to work.

I've got getlow and getlowlp replacement animation done as well that I'll be using for the zombies in my mod.  It changes their motions into something more akin to feeding.  I can add that as well if anyone else would be interested in it.

 Edit:  Quoting myself here, to put the tutorial link in this post as well.

Failed.Bard wrote...

  I just finished uploading a tutorial clip for how to make the animations in Gmax.  It took me a little bit longer than I'd expected, the clip is 12 minutes, but shows right from the base unmodified model right through to in game testing.

  The clip is on my youtube page here.  The steps are in the description of the video, hopefully they'll help explain what I'm doing in it at certain stages and why.


Modifié par Failed.Bard, 09 août 2012 - 01:22 .


#2
Pstemarie

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Wouldn't mind the zombie animation for Q. Not sure how we'd work in the sit animations; but if enough people are interested and you don't mind, I wouldn't mind adding those either.

Modifié par Pstemarie, 05 août 2012 - 12:50 .


#3
Failed.Bard

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Here's a short clip of the getlow and getlowlp animations, using Sixes' ghouls and ghasts.  I'll zip up the text file for the animations and add it to the project as well.

The sit animations would likely only work properly if added to the alternate phenos in the ACP.  That does seem like the best way to incorporate more than one of them.  If there's interest in them for Q, feel free to add them.   Assuming I can get them all working right, anyways.

#4
Mavrixio

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Nice work!

#5
Jenna WSI

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Thanks for doing this for all the races.Makes me wish we'd created something like this years ago :P

#6
Failed.Bard

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It's unfortunate, really, because the models themselves have gotten to be so much higher quality than what was originally released with the game, but the animations themselves are still largely the same.

That's part of what made Sixes' ghouls stand out so much, that they gave them some unique movements. The same could be said about quite a few creatures, but aside from the ACP I don't know of any packages aimed at improving the generic animations.

Not that I plan to make a full package myself, but hopefully others will be more willing to give the animating part of it a try as well.

#7
Jenna WSI

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I wonder if we could do alternative walks too. One a little more prissy for men, one more masculine for women or other ideas?

#8
henesua

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I think the best solution is to add these to the alternate combat phenos. Those are fairly common phenos used to improve the game and yet their standard animations are wide open for change.

Another option is to look at the social pheno.

#9
Pstemarie

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The ACP is about combat - not prissy walks and sitting animations. The Social would be a good place for these alternate wlaks and sitting animations. Or you could even do a sitting pheno and have all the sitting anims in the same super, but just as different custom names.

#10
henesua

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If the walk or sitting pose fit the Alternate Combat style, I think it would be most appropriate with that pheno. The advantage of this is that you wouldn't need special animation triggers to access these special animations. It would simply replace the standard walk or standard sit etc... for that pheno.

However I can also see the wisdom in sticking these in the social pheno, since it makes more thematic sense. Still you'd need an interface for the player to identify the specific pose they wanted access to.

#11
NWN_baba yaga

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I like them;)

Modifié par NWN_baba yaga, 05 août 2012 - 09:40 .


#12
Failed.Bard

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This one turned out a bit better, I just had to fix the sitting height for the dwarf, gnome, and halfling.

Posted Image

Compiled zip is here:
  edit again:  Mostly fixed.  The three smaller races slightly sink into the ground before hopping onto the chair still, but the rootdummy issue is corrected.
  Another edit:  Fixed the last bits of problems with these, and updated the link.

Modifié par Failed.Bard, 09 août 2012 - 01:18 .


#13
Failed.Bard

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The more casual,  forward leaning sit.
Posted Image

The zip file containing pma0-pmh0, and the text file with just the animations, is in the project here.


  edit again:  Mostly fixed.  The three smaller races slightly sink into the ground before hopping onto the chair still, but the rootdummy issue is corrected.
Edit: Fixed this last issue, and updated the DL link.

Modifié par Failed.Bard, 09 août 2012 - 01:19 .


#14
Jenna WSI

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Pstemarie wrote...

The ACP is about combat - not prissy walks and sitting animations.


Then I'd suggest simply making it compatible already for the acp since it's used so much

#15
The Amethyst Dragon

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Failed.Bard wrote...
Here's a short clip of the getlow and getlowlp animations, using Sixes' ghouls and ghasts.  I'll zip up the text file for the animations and add it to the project as well.

That is perfect!  I'm going to have to work that in for those critters.  My players will fear ghouls and ghasts more if they know they might not be able to be raised from the dead when their corpses are eaten.

Muahahaha!

#16
Failed.Bard

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  Here's the last of the male sit animations I'd done for the ccc, in all six racial varieties.
Posted Image
  The zip for this one is in the project here.


 I took a bit more time on this one, trying to avoid the issues I had with the others.

  It seems like when converting a human sized animation to a shorter race, gmax wanted to reset the rootdummy height to compensate.  What I ended up doing to avoid that, was start with the base model (pm*0) as a text file.  The animations would still be saved under the proper .mdl name, but once it was finalized I copied the animation portion from the new model back into the original model and used that.
  That way even if I did something to screw up the base model it would be fixed regardless with the simple copy/paste of a few lines.

  If anyone has any ideas why it happens in the first place it'd be nice to know though.

#17
Failed.Bard

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  Back to the female animations now, the original crossed legs one.
Posted Image
  The zip for it is here

#18
Carcerian

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Dam u make it look easy :D

(knows it must be a lot of tedious work)

#19
Failed.Bard

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Tedious, yes. Hard, no. Using the a_fa or a_ba as a base, I could probably make a sitting animation for a human in 5-10 minutes. Assuming I know specifically what I want to change anyways.

The trick is in compressing the existing keys to give room for the added part, without changing the length of the overall animation, or making it look too fast overall by compressing the original too much.
I'll make up a demo for it once I get finished the last female sit animation to show the process.

#20
Shadooow

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Very interesting, probably best content from last CCCh. Especially like the eating ghouls, knowing this you can probably make anything special abilities related - I mean, I always wanted to make something like Diablo's ice touch etc, but the default anims doesnt suit well. Same with lightning stream.

Anyway, the sitting half-orc lady is quite strange actually :wizard:

#21
Failed.Bard

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Here's the last of them.
Posted Image
The zip is in the project here

#22
Failed.Bard

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ShaDoOoW wrote...

Very interesting, probably best content from last CCCh. Especially like the eating ghouls, knowing this you can probably make anything special abilities related - I mean, I always wanted to make something like Diablo's ice touch etc, but the default anims doesnt suit well. Same with lightning stream.

Anyway, the sitting half-orc lady is quite strange actually :wizard:


  The one in the first picture?  I still have to fix the dwarf and half-orc in that one, and correct the initial standing height for the dwarf, gnome, and halfling in the first two male sits.

  As for the ice touch and lightning stream, I have no idea what those look like.  If they're vfx related, I wouldn't know where to start.  If it's just a matter of a modified cast animation for a specific creature (or creature supermodel), that I could likely do.

#23
Failed.Bard

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  I just finished uploading a tutorial clip for how to make the animations in Gmax.  It took me a little bit longer than I'd expected, the clip is 12 minutes, but shows right from the base unmodified model right through to in game testing.

  The clip is on my youtube page here.  The steps are in the description of the video, hopefully they'll help explain what I'm doing in it at certain stages and why.

#24
Carcerian

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Failed.Bard wrote...

  I just finished uploading a tutorial clip for how to make the animations in Gmax.  It took me a little bit longer than I'd expected, the clip is 12 minutes, but shows right from the base unmodified model right through to in game testing.

  The clip is on my youtube page here.  The steps are in the description of the video, hopefully they'll help explain what I'm doing in it at certain stages and why.


TYVM :)

#25
Failed.Bard

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  I made some tweaks to the zombie feeding animations, and added the new version to the projects page I'd made for animations.
 It's just the getlow and getlowlp animations in text format again, one version set up for a_ba use, and another for use in c_mum_com, which the standard zombies supermodel into before a_ba.

  I'll likely set up an example clip with Baba  Yaga's improved zombies later today showing the changes .


Animation DL is here.