FOnline Development > 3D Development
Character Animations
Lizard:
Nah, because 'non-experts' don't have time to learn everything just from trial-and-error, what also would frustrate them. We need a simplified tutorial without much going into detail, something that doesn't really explain HOW it works, but allow a satisfying, motivating result, e.g., you don't need to explain the electricity to explain how to turn on the heatplate.
I think, every user on this forums can arrange a good pose to start with, if instructed which buttons are to push.
THEN we have a army of non-experts able to produce a mass of results AND if the user starts to ask WHY "this thing works this way", then we have a good start for a new 'expert'
Luther Blissett:
Thankfully I'm quite slow to get frustrated (even when this stuff isn't working right at all, it's less frustrating than my 'real work'), so I'm trying to learn what I can when I have time. Despite it all being trial and error, I successfully managed to get a fully working replacement animation in last night (I swapped the walk cycle for a 'silly walk') - and though my recent rigging model attempt wasn't 100% successful, I'm a lot closer to understanding how it works.
Anyway, I pretty much agree with what you're saying there, particularly regarding the 'simplified tutorial' and electricity example etc - I'd mentioned this in a message to Graf the other day :
"Ideally, we want an accurate and compatible skeleton and animations in as many 'open' or widely compatible formats as possible - so people with blender / maya / max / milkshape / gmax / mod tool / poser or whatever can all contribute something - ideally with a bit of guidance on files and formats, "best methods" and to set a few "good examples" first, so we don't end up with too many "the model is rigged, except for its left arm which sticks out" (as I had managed so far) :) "
If between a few of us we can set up working skeletons, and converted animations in a number of programs / formats, with basic instructions on what formats to export in etc, it's a lot closer to the state which you describe, where we can give some good instructions to any new volunteers.
Obviously, if I have any great successes with getting things working, I'll send you the files across. I'm also looking at trying to put together a few diagrams of the bone structure and rigging etc - so if we can't find a way to import into Blender properly, we can probably recreate an accurate enough skeleton which is 100% compatible.
barter1113:
http://www.nma-fallout.com/forum/viewtopic.php?t=55655&postdays=0&postorder=asc&start=160
Maybe Rain man can do special death animations for Karpov models?
Luther Blissett:
Well found. Certainly worth asking, though I expect he's busy with the Olympus stuff at the moment. I think they're rendered to sprites, then drawn on pixel by pixel, but I'm not sure. Would be very interested to know his process with those. Even if he can't help himself, if we know how it's been done, we can consider it as an option.
Karpov:
Okay, good news. My research on death anims finally gave me something that works ;D. The previous test on these anims, was not good enough, so I had to change the whole Idea.
Added as a new character type, this new model can be sliced in half, have a severed head, arm, forearm, a hole in his chest, and a big hole in right torso.
Standard animations still work for this one, so adding new animations over it would not be a problem. However, I had to use a different bone system for creating this one, which is not what I prefer, but it works.
Check the video. There is no animation yet in this one, but I had to test how it worked.
http://www.youtube.com/watch?v=FI2WfsZbKAA
I hope I can add the inside of the body and some extra bloody parts blowing up. Along with the animation it could look good.
Another thing, the female animations not as easy to convert as I expected. There is one in the repository, for pistol shot. command is "run debug anim 1 8 29".
I had to blend the male shoot anim with the female idle pose, which was not easy , and that's how it will be for the rest :(
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version