FOnline Development > 3D Development
Character Animations
Luther Blissett:
There's certainly no problem in people rendering the models / animations out for use in other projects, but as stated, the file space taken up by the 3d files is comparatively small, especially when considering that "adding a gun" involves merely adding an extra .x file and texture, rather than adding new frames of animation for all possible skin, gender, clothing and hair combinations.
By way of a very simplified diagram, if we think of :
Gender : male / female
Skin tone : black / white / brown
Clothing : red / yellow / green
Weapon : gun / knife / hammer
In 3d, that is seven models (body x2, clothing x2, weapon x3) and 12 textures. In sprites, it is a full set of all animations for 54 different character models. If we were to then add for example two different "hat" options, that'd be 9 models and 14 textures, or 162 full sets of sprite animations.
Then if we decide to add an alternate trouser colour (say blue for example), that's 9 models and 16 textures, or 324 full sets of sprite animations. Then we add another weapon, 10 models and 17 textures, or 648... you see how sooner or later it's going to go a bit mental - and looking at the file sizes of existing sprites, we're perhaps looking at 3GB of sprite files, or about 15MB of 3d stuff.
Of course, this only applies for "maximum customisation with all models, textures and objects interchangeable", where unless a "layered sprite" system (like FO tactics) is used, then 3D is the only option. However, for smaller projects which require a couple of extra human models (i.e. the little girl model for example) then rendering the sprites is definitely a good idea. If someone was able to set up some template files for all animations and all directions, I think it'd certainly be useful for the modding community as a whole.
Lizard:
Yeah, that makes sense, in a logarythmical scary way. Yet the animation export from Blender to .x remained unsolved, but recently i found this on YouTube, that looks pretty interesting so far. It seems that i have to write another tutorial...
http://www.youtube.com/watch?v=ujd2l9wVAsU
Luther Blissett:
This does look quite promising - he's got it working in DX viewer, which as he says is a good indication that the mesh and animations are working properly.
Also - do you still have the files from here? They got "megauploaded". I don't think I managed to try them at the time. I certainly didn't respond past "I'll try and have a look tomorrow if I get a bit of free time" - I suspect the "free time" never happened :( Anyway, I'd like to have a look at these and see if I can get things working. The sooner we can get Blender into a working model>animation>game workflow, the better.
Also, I've been testing a lot of things with interpreting / adjusting / editing animations in Fragmotion and have had a small degree of success - there's some early draft versions of some stuff I was testing for Surf's What Remains mod here and here - they're both technically a bit shit, but to be honest they're more testing "proof of concept" rather than intended to be used as shown. I've had the little crouched-over-monster guy running around in game and animating correctly. As I'm sure you can see, I need a little more practice with this, but if I can perfect it on a technical level, I can at least start putting a tutorial together so some slightly more skilled animators can have a go (though I'm still not sure if anyone understands the last one I tried to write - I find this stuff quite difficult to explain).
Jotisz:
I know its fast still anyway I just wanted to show that its in the work and things are getting done slowly but surely. I concentrate on getting the poses that we can see in the frms later with scaling the lenght of the animation it can be made smother. I will use gif next time I think
https://www.youtube.com/watch?v=1oaprOwOvN8
Graf:
Very nicely done, Jotisz! Keep up the great work.
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