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Everything posted by Domarius

  1. 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.
  2. I uploaded a throw anim. This would be going a lot faster if I wasn't working overtime at work at the moment. Usually it only takes 1 hour to animate these short things and I upload in the same evening. Probably 2 hours total including recording myself moving, and then after animating is complete - testing and uploading etc.
  3. Good, that's what I was aiming for, good to know it's going to be used. Combat gets a bit tricky. Ishtvan tweaked the combat to play out with no animated response to pain. If they delay after getting hurt, it could get real easy to spam them with attacks and they can't recover before the next one. I think T2 never reacted with an animation from sword hits for this reason. Maybe we should skip pain anims for combat for this release.
  4. Hahah... do as I say not as I do. I was in a bit of a rush - I did that anim in 1 hour after a late evening at work. It's all tested and working of course. Anyway, doc is updated.
  5. It would look more natural to vary the turn rate with the frame commands, we never instantly start moving at full velocity - you have to be doing the robot dance to move like that.
  6. Okay a generic pain anim is now uploaded. ta, that's great. I'll do the "attack throw" tomorrow. Is the walk_blinded combat or non-combat? I'll make one that sort of works for both but will become the unarmed one when a sword one is made.
  7. ...yes but what I want to know is - is there anything in that list which you won't use? frightened walk sounds like you're not sure - so I'll avoid it. I'll start animating "pain" - it says "generic" so I'm assuming this is not from a combat pose. Hope that's what you want. Same goes for walk_blinded. I might be wrong but "idle_hammer" seems a bit useless at this stage without a set of hammer specific attacks to go with it. We've only got sword attacks right now.
  8. Well that's what the "in progress" status is for. As soon as you start work, change that status, and then when someone comes along looking for new anims to start, they won't choose yours, and they won't have to wait for an email reply So to save the most time, it's important we change that status as soon as we start work on it. Also refinements should be left for after release - no point improving one thing when another critical thing doesn't even exist yet...
  9. Okay I'll do some, but before I start - I was wondering if the list is up to date in terms of which ones will actually be used. http://spreadsheets.google.com/ccc?key=rtq...fw&hl=en_GB Can Springheel, or greebo check this list, or anyone else with a good overhead view of the currently implemented features? For example - frightened walk, will that be used? Should I bother animating it?
  10. Still in same location of course http://spreadsheets.google.com/ccc?key=rtq...fw&hl=en_GB Now it's using automatic colour coding - just put a single letter in the status field or "exported" field and it will colour it appropriately according to the table on the right. I replaced "animated" with "in progress", seems to make more sense. With only 3 weeks to go, let's make good use of the "in progress" field, so that we can steal anims from each other if they haven't been started yet.
  11. Yeah exactly. When you have an idea of how much work that would be, making D3's physics just work good enough for a Thief game looks pretty appealing. Also there's no reason to believe that we couldn't have door opening similar to Penumbra one day, just by modifying what's there, instead of whacking in a whole new physics engine.
  12. So is our little online excel document the latest list of required animations? Doesn't look like anything important is really left to go... Please check out my update to our document in the other thread.
  13. I was wondering why those turns are done in code and the 180 turn the model - I'm guessing the 90 degree turn anims are used for any amount of turning between 0 and 180 degrees.
  14. I can't wait to do some female animation, lots of little subtleties with the movements. I added a scuffing boot anim, and a warm hands anim for when they are at a patrol node where there's a fire. What's the next most urgent one? Hammer combat? More generic "standing there" idles so we don't see the same one looping?
  15. Bah - my old anims are mostly ones that have been superceeded nowadays. I did the boot scuff one just today. I'm taking the warmhands one off you Noisycricket and working on it now. We don't seem to have any "threaten" anims in our list - what's the deal with that, does the AI have the ability to call a "threaten" anim when they can't reach the player at the moment?
  16. I better get into this on the weekend. I'll port my old anims over, such as the 90 degree turning one.
  17. That's exactly the opinion I ended up with too. When it comes down to it, Mechs are just very awkward tanks! There's not a lot of gameplay opportunity there...
  18. Um guys... Win 7 is free till June 1 2010, didn't you know? http://www.microsoft.com/windows/windows-7/download.aspx
  19. Well it's up to the other programmers to say whether or not you'd be suitable for sure, but I'd say if you haven't had any experience in C++ yet, it could be pretty slow going for a while, even getting everything set up and compiling might take a few days, getting stuck, posting, waiting till next day for response, etc.
  20. Let me clarify: the feet movement should go through the motions of turning 90 degrees exactly.
  21. Hm, well that's even SAFER. With the code driving the turning, if the code is turning 90 degrees, then the animator MUST ensure the animation turns 90 degrees and does nothing else, otherwise they'll get feet sliding.
  22. Yeah if you think you can do it without it popping, why not. Go ahead and do the bow combat anims, I'd rather move onto converting my old anims to the new skeleton anyway
  23. Yeah, we can change the way it's hung on his back to suit a good grabbing motion. Find something that looks good and then we'll change the way it's attached. AFAIK we don't have to move the actual attachment point, just adjust the offset of the bow once it's attached.
  24. Ah well if you want to use mine as a guide... mine ensures the guy never actually changes position - he rotates exactly on the spot. It's safer that way. If he changes position in an anim like this, it could open up all sorts of subtle bugs that wouldn't show up for a long time, eg. depending on a certain sequence of turns, he might end up slowly travellling over a long amount of time. Or if someone has him hard up against a wall or an edge, he might intersect something, or fall off the edge. This kind of bug showed up in Thief: Deadly Shadows. You just had to watch the guards playing their cursing animation at you while you stood on the other side of a gap, and eventually their cursing animation would take them off the edge to their deaths, because it changed their position ever so slightly each time.
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