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Character Animations

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Lexx:
The animation should look like the original one. Remember that we try to hit the original style and not invent something new now.

Lizard:
Updated: added arm constraints => you can move around the arms.

If someone wants to play around with posing or something like that, here's the rigged model with leg constraints.
Install Blender 2.49 and Python for opening it.
Switching views around: 1,3,7 on numpad
Switching between object mode and posing mode with Ctrl+Tab
rightclick+R for rotating appendage joints from your view, rightclick+R+X,Y or Z to rotate the joint on certain axis.
rightclick+G for grabbing joints and move them. Rightclick+G+X,Y or Z to move it on certain axis.
Alt+R for resetting rotation, Alt+G to reset the position.

http://www.megaupload.com/?d=8FUJIX5C

Luther Blissett:
Lizard - did you have a chance to look at the bits I'd posted here? May not be of any use - but if we can get the rigs to match closely enough, we can reuse a lot of the existing human animations and reshape them to the other body types according to the sprites. Notably, as well as the bodies themselves, parts of the skeleton are also attached to every single armour, clothing, hat etc - so if these can be made compatible, it will save a lot of time and work.

I'm not sure if the animations link to the rigs by name / position / linkage of bones or by some other means i.e. are the existing animation compatible with your new rig, or would they each need remaking? Basically, it's an area I have little to no experience in, so we'd pretty much need your knowledge, advice and ideas on this one.

Lizard:
Thanks for the files, Luther! Most interesting...

So far, i failed to import .X skeleton to Blender, i'm just trying a different approach with another software to export...

If the port fails, there's a possible solution for importing animations on another rig - the original animation on Skeleton A is imported and appropriately scaled to the new rig (Skeleton B), then, the bones from NEW Skeleton B should copy the location and rotation of OLD Skeleton A in the same scene, then, both skeletons mustn't exactly copy each other, only joints must be in same positions.

So, one of skeletons will be probably just a provisional solution for easier posing/animating and another one will actually be the official skeleton which moves the models in-game.


For me, i'm no expert either and i'm waiting for Karpov to appear, too.

Luther Blissett:
Sounds good :)

From what I can gather, if the bones have the same name and same hierarchy, it should work - and it will work much better if they're in the same place. You should be able to add additional "moving sticks" and constraints to make the animation process easier without it affecting the end result. I'm not 100% on this yet, but I'll study what I've got and see what I can get working on it. Graf's got a few extra files which you might want to look at as well.

I'm under the impression the skeleton bits I had exported previously have picked up a few "glitches" and extra bits on the way - there's a lot of "no_name_xx" bones, which I think were created from import / export rather than actually needing to be there - certainly, it appears that it's only the named bones that should be rigged to the model anyway.

I may be able to draw up a diagram - labelling each bone, its name and how it's linked together and how it's rigged to the model, get something of the correct shape into blender, then you might be able to build the new skeleton around this... which SHOULD be completely compatible... I think.

Anyway, theoretically : An infinite amount of non-experts, working on an infinite amount of 3d programs, will eventually produce the works of Karpov :)

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