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Domarius

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Posts posted by Domarius

  1. Your biggest hurdle will be the amount of work involved in what you proposed - that is a lot of variety of characters, they alone will be a massive amount of work. Start experimenting and see how quickly you can churn out a model and an animation, to get a feel for what kind of time you'll need to devote to it.

     

    A lot of good ideas for personal projects never get finished because we don't impose the same deadlines on ourselves as we would have if we were actually doing it for a job - and then subsequently we don't cull out what's unessecary and get lost in the details instead of getting it finished.

     

     

    Be prepared! :) Try and make it manageable.

  2. Hey fellas...

     

    Would love to help out again soon, just want to get up to speed with any major changes in the animation department since I left in September 2009? Who's the main animator nowadays?

     

    I seem to not have access to the developer forums any longer, so I decided to start out here :)

     

    Congratulations on the releases, the DarkMod has proved itself to be real! I wonder, if anyone who said they would "refuse to use TDM" has gone back on their word??

  3. I'm a little confused about the polygons as well... Do you think it will be employed for objects only in a particular distance from the player?

    Well a curve is stored as a few numbers - the start, and end, and some parameters that describes how it bends. With those numbers you can find any point along the curve. So you can make 3 points along the curve, connect the dots, and get a very sharp crooked line, or make 100 points, and get a much smoother line. Tesselating a curve into polygons works like that - you just decide how many polys you want for one curve, then create them.

     

    Naturally all this real-time tesselation won't be free, so I'd say they'd only make certain objects use this feature - I'd say human faces, domes on buildings, etc. Things that you'd care to see looking very round up close. Architecture with straight edges, scenery that you never get close to - those things would just be normal polys.

  4. Yes well - what you were suggesting is simple - but what's needed for it, is more complicated, and doesn't exist. When the game creates a guard, it creates a weapon to go with it. But nothing exists that allows animations to request objects (quills and apples) to be created and destroyed during the game.

     

    I was suggesting a system that, rather than have things magically appear in their hands - you put an actual thing in the level where that animation is to be played, and they basically walk up to it and use it. Is simple and makes real-world sense I think.

  5. Oh - in theme with "Picking up the peices left from Looking Glass Studios", you should just have the "Broken Glass Studios" logo shatter - but play it in reverse. So there's a pile of broken glass - and it plays in reverse (with the sound effect in reverse too) and forms the Broken Glass Studios logo :)

  6. Upload to youtube if you can take the time - you will get a lot more feedback cause it's way easier to watch, just click the link :) Most people can't be bothered going right click, save as, wait for the entire thing to download (at which point you get side tracked doing something else and forget) find where you saved the file, wait for your media player to load, and drag it onto it.

     

    Nicely done anims, but a bit slow moving for a logo screen - too much dead time between the shatter and the logo returning. Also the logo shows up twice, at the start, and at the end, which is weird.

     

    I like NH's idea. Definitly want to be minimalistic about it.

     

    Glass shattering everywhere spectacularly doesn't give a feeling of stealth, but we probably can't NOT do glass shattering :)

  7. but i asked myself how we would make a guard read eat or drink on the table going from standing to sitting. Once a guard walks towards a chair and sits down the chair has to have some distance from the table to have the guard take a seat otherwise he would clip thru the table. Then if you would like the guard to read, eat or drink on the table the chair has to be closer to the table for him to do such things.

    Like this :) The clips I got of Oblivion doing just that.

     

     

    In this video they never actually reach for the table, but as you can see they are quite close enough to do anything, like turn pages, eat, etc. In Oblivion no one uses cutlery, so that saves a lot of animation trouble, not to mention washing up :D

  8. I donno, that still falls under the wall running athletic ninja category for me.

     

    I never saw Garrett as being particularly good at any sort of martial arts, definitely lighter and more athletic than his opponents, but his main focus was planning and stealth.

  9. Yep, loved the demo, am buying it soon. The joker is awesome :) Like halfway between the Heath Ledger version and the cartoon version, and also a slightly unique character in his own right.

     

    Tried xbox 360 controller, vs the mouse. (PC version of course) Mouse is definitely better in this game!! Xbox mode causes the camera to float high up on a 3/4 view, where everyone looks kinda small, and you see everyone running at you from all directions, since moving the view around with the joystick is too slow. Mouse mode however lets you put the camera right down behind batman at his level, and when you swing it around, it just pans the view around batman (as quickly as you want to move it) without him actually turning around. And then when you click attack, he just twists and turns into an attack in that direction, like something out of the matrix, it looks very natural and different every time. It's almost like you're cameraman for your own fight scene, you get the sweetest views of all the attacks.

  10. I don't think there is a consistent height for tables/desks, etc, so we'd have to do a best guess. Sort of like the 'open doors' animation, which basically reaches in the right general direction but doesn't worry about actually being 100% accurate.

    There will have to be at some point. I guess it will be chosen by the animator who makes these animations.

  11. i think a long animation would be around 8 or 9 seconds. It's better to have a bunch of short drunk idles which you can shuffle around then one long version. (It'll look odd when your animations suddenly gets cut off)

     

    Actually they're going to get cut off anyway if you're playing them one after the other, so may as well make long continuous ones that look natural, rather than standing up straight into the idle pose every few seconds... which will definitely look wierd.

     

    Having them cut off due to being alerted or whatever is a much less frequent occourance, and aleviated somewhat by Doom 3's animation blending as well.

  12. Yes I feel embarassed when I explain Dark Mod to people and have to mention the term "maps" or "missions", this really creates a poor mental image of what they really are, and I always immediately follow this up with an elaboration that they actually would be better referred to as "stories" because of how much work goes into the architecture, the dialogue, the plot itself, the atmosphere, and even recorded voice.

  13. Wow that's not just a credits scroll, that's a well choreographed entertaining movie sequence, NICE! I like how its the duration of the song.

     

    I like my places in the credits, "Animating" and "Additional scripting" as well.

  14. Generally any swinging should be FK, and any contact should be IK.

     

    I think I would have found it easier to use IK for the actual rubbing motion, but I got by without it because I haven't tried switching between IK to FK cause I didn't know if it would work - just a paranoia from the old rig I guess :) If squill is using it without problems then I'll have a go next time.

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