FOnline Development > 3D Development
Character Animations
Lizard:
Hm, that may count for bipedal, humanoid models, yeah. But it would be awkward for a guy posing as a woman and this is only the beginning of difficulties. You could ask Pistacja, perhaps.
But what about when we start with critters? And i mean, floaters, centaurs, Masters on trikes? Sure, you could mime a supermutant, kinda moving gorillish somehow, but animating skill will be still required for making critters.
Yet, this method could save a lot of time and work with right opportunity. Is that Dr.Cox on your avatar?
baaelSiljan:
motion capture is helper only, ofcourse You need to tweak animations.
and You may to improvise ;D
https://www.youtube.com/watch?v=VXJZVZFRFJc
brahmin:
https://www.youtube.com/watch?v=oeQaD3L9kpc
This is Wez http://www.aveleyman.com/ActorCredit.aspx?ActorID=18164
Lizard:
Improvise you say...?
I don't think my girfriend will be fond of cameras, as...creative it might be looking. ;D
Anyway, before we cast upon us the wrath of mods, i'd like to state that animating with mouse is still a virtue for itself and shall not be abandoned completely in favour of more sophisticated, albeit easier methods.
Karpov:
Well, standard animation methods are also more accurate when trying to reproduce the animations from Fallout, I'm almost sure they did not use motion capture.
But sometimes it is hard to create one from scratch, so motion capture would be a good idea too.
Ok, so past week I finally passed my exams so I'l be free from now on :D. I'll be still working on animations, I want to convert them for the female character, I have 1 so far, pistol shoot (I believe I uploaded it... ???). Anyway, some time ago I was working on special deaths, but what about standard death?
I added the blood effect when you die. I had some trouble, as usual ;D, but I believe it is fixed. The shadows would not cast over the blood, so I had to paint it over the texture ::) ...it's not that bad.
Here's a video:
https://www.youtube.com/watch?v=3klRalbnNNc
Technical info: It goes attached to the very first layer, the skin value, because it is not related to any armor or attachment you might have. I plays only when animation 66 or 67 are called, which are "dead_prone_back" and "dead_prone_front". Somehow it also played when knocked down, but I fixed that by calling a new blank animation in that case. Weird anyway :-\
What I learnt from this is that I can attach two different objects into the same layer and value. So I tested something more. Remember long ago I made a test on bullet cases coming from the assault rifle? Well, that was made into the rifle model itself, and it would be hard to make it for every weapon. But now I can attach the bullets to any of the weapons, and even different kinds of bullet and/or muzzle flashes. I tested it, works fine, but it can barely be seen anyway :(
Ok, that's it. I'll keep you updated.
Lizard:
The grandmaster is back and he brought teh awesome! 8)
Congrats to passed exams, Karpov! By the way, do you need assistance with female animations?
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