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Character Animations

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LagMaster:

--- Quote from: Jimmy BoyX on May 24, 2011, 08:24:35 pm ---Holy shit, we have almost finished all animations. What do you think about adding new? There miss animations like smoke, unarmed hits, sitting and, and many other.

--- End quote ---
first we need to finish all and also we need death animations too

SmartCheetah:
Well, and death animations will be a real pain in the ass. Especially now, when Karpov is not here :<

Anyone of you guys know how to animate things? Or started to learn it? I'm waiting with my retextures for some progress on this level.

Jotisz:
With good IK solvers it shouldn't be that hard the main problem you can find is building a good skeleton and making the weight paints for the bones (also I'm not sure how the bones should be named I never made characters for game before). If someone could take the skeleton Karpov used for the models it could be reused for all with some tweaking then all char would have similar build up.

Lexx:
It should be pretty much a must-have to keep the existing skeleton for every humanoid critter. That means, for every human looking model, the skeleton from Karpov's models should be used. This way, every two-leg critter can use the same animation set, if needed (normal human walking like a ghoul, ghouls being able to use all weapons, without the need to create totally new animations for them, etc).

SmartCheetah:

--- Quote ---[17:39] <@CaptainBinky> The res is quite small though, so wouldn't you get away with a sphere particle emitter and just throw a bunch of meaty sprites out that fall under gravity?
[17:41] <@CaptainBinky> I mean, a point emitter would probably do it too. Just spawn the particles at slightly random positions around the point, give them all random velocities and move them in world space under gravity so they can collide with the floor
[17:46] <@CaptainBinky> Trouble with that, is then the individual meat chunks all have the same depth, so you can't have some chunks going in front, some behind. The effect would have to be quite flat. If a guy explodes, you want chuns spreading out all around him..?
[17:47] <@CaptainBinky> SmartCheetah, then the chunks need to be individual sprites and moved in code
[17:48] <@CaptainBinky> SmartCheetah, if you render frames then you'd get the Doom-style explosion. It's just an anim that plays and leaves no remains
[17:49] <@CaptainBinky> SmartCheetah, Other way to do it is to to a gore floor overlay, and then mid-way through the animation, turn that overlay on to display meaty chunks around the guy who exploded
[17:51] <@CaptainBinky> SmartCheetah, if the characters are 3D and the scene is 3D, then a particle effect is the easiest way to do it, the quickest, the best-looking, and the most versatile.


[18:02] <SmartCheetah> CaptainBinky - Great thanks! One more thing - If we even manage to make particle effects (we need to do them for muzzle flash anyway)
[18:02] <SmartCheetah> rest of implementing it will depend on code, aye?
[18:04] <@CaptainBinky> SmartCheetah, yeah - once you have a particle system in place, stuff like this will be reletively easy to add and you'll have control over spread, blast radius, velocity, randomness, etc etc. Will allow you to implement a wide variety of effects
[18:05] <@CaptainBinky> Ah, if you're going to do pre-rendered particle effects, any software with particle functionality will do - or heck, you could just animate it by hand

[18:08] <@CaptainBinky> SmartCheetah, the best results would be from an entirely code-based solution where all the artist provides is a couple of sprites for chunks of meat and blood. But you could animate the effect and just play the animation (using any 3D program with particle support, or hand-drawn in a pixel animation package) although that would not be nearly as nice and wouldn't be versatile. A new animation would be needed for every type of gore explosion

[18:09] <@CaptainBinky> SmartCheetah, if the gore effect is a core aspect of the "look" then I can't advise a code-based solution highly enough
--- End quote ---

No idea if this will be any help for us, but Binky is definitely a person who have decent knowledge 'bout 3d graphics and animations. Question is: Which way we're gonna handle those special deaths?
I've shown him Karpov's first try on these, and thats what he told me.

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