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Character Animations

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Johnnybravo:
BTW:
Was there any progress on the timing of those animations? I know it's been here already, talked about.
It's pretty much the only real flaw now - seeing how you melt before the bolt of plasma hits you :d.

Karpov:

--- Quote from: Luther Blissett on June 03, 2012, 02:06:51 am ---Poor NPCs :(

Am I right in thinking that any armour on the model would add another level of complexity to this, i.e. you would also have to switch the armour to a "choppable" version and so on?

I think we're definitely getting to the stage where a coder is going to be pretty essential to finish this stuff off - I think the animations are looking great, but sooner or later, those NPCs are going to need to die once, and with blood and gore :)

--- End quote ---

I think it's not so hard. I found the right command, but I just can't use it inside the script. Somehow it works in a different script, so I tell the game to run that one instead. The problem with this is that the external script is not related to the main script where the animations happen, so pointing to the right critter is impossible from there, so I use the player. I'm sure someone will know how to fix it once I upload the files.


--- Quote from: Johnnybravo on June 03, 2012, 01:56:30 pm ---BTW:
Was there any progress on the timing of those animations? I know it's been here already, talked about.
It's pretty much the only real flaw now - seeing how you melt before the bolt of plasma hits you :d.

--- End quote ---

Well, that's not a flaw with 3D models. In the original game there was no trouble, it seemed to make everything stop when a weapon was shot, the critter didn't even put the gun down until the animation had finished. In real time that is not possible.
 I can't delay the animation because you never know how far the attacker is, and how much is it going to take until the bolt hits you. Besides, laser and plasma effects are merely graphical. If the shot was actually that slow, then you could even dodge it when you see it coming.  Last but not least, even if you could correct that, the normal response times from the server, even the lowest ping, would make it look the same  ;D.

xammurapi:

--- Quote from: Karpov on December 11, 2011, 08:06:12 pm ---  But sometimes it is hard to create one from scratch, so motion capture would be a good idea too.

--- End quote ---
Hey.
I use 3dmodels of Vanburen in my own game-project.
Now, I explore the possibility to create additional animations that were not in the files of Vanburen (such as emotions, gestures, interaction with objects: carrying heavy objects, opening doors, pressing buttons etc.)
I use the Xtion depth sensor and a special program to create animations of the human body.
https://www.youtube.com/watch?v=prueM6BlY24
Despite some technical limitations, you can get very nice results in a very short period of time.
Maybe I could do some animation for your project?
If you are interested please contact me.

Haraldx:
More muscle is always appreciated! ;)

The only problem I see is that you are using a kind of a motion capture which tends to get realistic motion, which isn't really the case with Fallout sprites. However, I cannot speak for all, feel free to give something a shot, after all, nothing bad can happen.

Horatio:

--- Quote from: xammurapi on July 21, 2012, 03:39:09 pm ---If you are interested please contact me.

--- End quote ---

I'm helluva interested in what you're doing, because this way you can create A TON of human animations, if not EVERYTHING in short amount of time! Screw falloutishness for now. We need done animation sets or this will take forever! The animations can be adjusted later.

Go for it, xammurapi, imagine how many animations you can do during one evening and what a workout it will be! :D

Skill-based weapon animations, unarmed moves, crates carrying, shit showeling, pushing people away, injecting drugs, drinking beer, limping, nursing wounded arm, taking damage to limbs, repairing and crafting stuff... Just some suggestions for new animations.:)

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