FOnline Development > 3D Development
Character Animations
xammurapi:
--- Quote from: Horatio on July 21, 2012, 06:33:37 pm ---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...
--- End quote ---
Yes, I also imagined WEALTH, similar to that described.
But we must realize that still, after the capture and digitization of the final animation will require treatment.
To get started, I need the following:
1) The decision of the project coordinator of the need to create animations of this kind.
2) Approval of technical aspects. IPISoft Studio can export animation in several formats: bhv(bip), fbx, smd, dae, and we need to decide in advance about your specific format. Animations can be saved for 3ds max biped or motion builder or iclone, or it will be the animation of bones (with a pre-import target model and configuration dependencies between the bones and animations). Also, consider the following points (technical limitations):
a) The program does not record the movement of the head (not a problem, because in the modern game's head is usually animated procedurally, "tracking" objects of interest)
b) the program does not record the movement of fingers (not a problem, because usually the hands clenched, or something like that)
c) Now I have only one sensor depth and complexity of the animation in some way limited: for example, if the leg will be obscured at any time by scanning another part of the body, the position of the legs can not be recognized correctly.
3) Scenario animations. A text or graphic (in the form of sketches or diagrams) a description of movements, which should be digitized.
For example it should be a text in the form of:
sequence 1: unarmed idle - pick up item - unarmed idle - crates carrying - unarmed idle - injecting drugs ....
sequence 2: one-hand armed idle - shooting - one-hand armed idle - burst - one-hand armed idle - weapon maintenance - one-hand armed idle - nursing wounded arm ...
sequence 3: two-hand armed idle - sweep - two-hand armed idle - guns fell out of the hands - two-hand armed idle - reload weapon - two-hand armed idle - stunning
And all of the above examples in all possible combinations.
And each sequence must be described in the style in which the director explains the actor, that he should do.
Until it is all.
Horatio:
--- Quote from: xammurapi on July 21, 2012, 09:26:27 pm ---1) The decision of the project coordinator of the need to create animations of this kind.
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I don't know who is authorized as a project coordinator/leader. We have here several mods, but LutherBlissett is the most active recently. Karpov have done male/female animations, haven't updated his progress, though, he seem to work on death animations right now. Noone hears anything from him recently. I'd ask Mr. Blissett.
--- Quote from: xammurapi on July 21, 2012, 09:26:27 pm ---2) Approval of technical aspects. IPISoft Studio can export animation in several formats: bhv(bip), fbx, smd, dae, and we need to decide in advance about your specific format. Animations can be saved for 3ds max biped or motion builder or iclone, or it will be the animation of bones (with a pre-import target model and configuration dependencies between the bones and animations). Also, consider the following points (technical limitations):
a) The program does not record the movement of the head (not a problem, because in the modern game's head is usually animated procedurally, "tracking" objects of interest)
b) the program does not record the movement of fingers (not a problem, because usually the hands clenched, or something like that)
c) Now I have only one sensor depth and complexity of the animation in some way limited: for example, if the leg will be obscured at any time by scanning another part of the body, the position of the legs can not be recognized correctly.
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BVH or FBX seems fine to me as Blender user, i only need to weigh the bones in rest position (cross position) and edit the animation. We don't have fingers, too, we have mittens. As for leg positions, i could iron the glitches out, same with head.
--- Quote from: xammurapi on July 21, 2012, 09:26:27 pm ---3) Scenario animations. A text or graphic (in the form of sketches or diagrams) a description of movements, which should be digitized.
For example it should be a text in the form of:
sequence 1: unarmed idle - pick up item - unarmed idle - crates carrying - unarmed idle - injecting drugs ....
sequence 2: one-hand armed idle - shooting - one-hand armed idle - burst - one-hand armed idle - weapon maintenance - one-hand armed idle - nursing wounded arm ...
sequence 3: two-hand armed idle - sweep - two-hand armed idle - guns fell out of the hands - two-hand armed idle - reload weapon - two-hand armed idle - stunning
And all of the above examples in all possible combinations.
And each sequence must be described in the style in which the director explains the actor, that he should do.
Until it is all.
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In this case we should know what's available, throw some ideas in, make ten basic, most necessary animations without guns as a pilot and adjust later positions for guns. You'll probably need some simple placeholder for items in your hands and then we can work on the animations. I could provide the animation list, unless someone else wants to be the director.
xammurapi:
And here I am.
I was hoping that stored in the repository model is suitable for the job. However, they are optimized to work in the game. I had to find a converter X-> FBX and work with the obtained models. With regard to generally accepted standards, they are rotated around a vertical axis through 180 degrees, have a lot of extra bone and have the incorrect naming of the parties (the right elements are labeled as left or vice versa) I do not know, this is a bug or error converting the original model? No idea whether the animation is now compatible with the models used.
Next.
as an actor (except for the animation of a tough guy), I used my 14-year-old nephew. It turns out that body composition has a significant impact on the mocap, despite its markerless. The next time I'll keep that in mind.
Next.
For the record mocap definitely need to work in the studio / room as the sun creates too much noise.
Next.
Without a list of required moves is impossible to work =)
Next.
Only one depth sensor is not enough for the job. I'll try to get another one.
I am open to access some of the mocap, which I digitized in the format "fbx" with a link to a modified model of man, which I downloaded from the repository. In the animation there is a certain amount of debris, but from what I understand, nothing irreparable. In addition, the program has options trajectory smoothing and removal of garbage, but I do not understand how they work =)
Waiting for reviews.
https://www.dropbox.com/sh/dedy2lxirgoqys1/fjjOpxaWrk?m
Haraldx:
Hmm... Let me take a look into the bones and their naming. It seems that the Left and Right names are shown correctly only if viewed "head on" (Facing towards the human's face). I can't tell how intentional is it as I'm not the one who made the human skeleton/model. It has been some time since I last did something useful towards the 3D project and my memories are just about outdated already, so can't really help you much tho.
xammurapi:
--- Quote from: Haraldx on July 25, 2012, 04:33:01 pm ---Hmm... Let me take a look into the bones and their naming. It seems that the Left and Right names are shown correctly only if viewed "head on" (Facing towards the human's face). I can't tell how intentional is it as I'm not the one who made the human skeleton/model. It has been some time since I last did something useful towards the 3D project and my memories are just about outdated already, so can't really help you much tho.
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http://svn3.xp-dev.com/svn/FOnline3d/trunk/data/art/critters/CR_HumanMaleStrong.X
I took this model from the repository and convert it.
https://www.dropbox.com/s/1f3ryep5dqczwf5/CR_HumanMaleStrong.fbx
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