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Nisstagm

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Posts posted by Nisstagm

  1. How is this system works with 2handed weapons? I've just remembered that animation process of two handed weapon in 3dsmax is quite different from animating 1handed (you need to make weapon as parent for both hands IKs).

     

    Springheel,

    The sword joint is not going to move. The object will go from being attached to the sword joint to the hand joint. Basically, just animate it as if the sword/weapon doesn't exist.

     

    See: http://forums.thedarkmod.com/index.php?s=&am...st&p=142216

    Link doesn't work, maybe I don't have access to that place. Btw, how can I find these anims ("draw" and "idle_alert") you've mentioned? I want to try to make some combat anims if my "incompatibility" with maya don't kill all free time I have now.))

  2. squill,

    i could do that, there are although some things like the head hasn't got any skin weights

    Thats strange, I didn't touch head skin weigths, it must be the same like it was in ascottk's rig.

    This is a new version which has Nisstagm's model tweaks included. The arms are still FK like the previous version. I can make a FKIK switch later, if it's needed. Although you can do most of the actions with FK.
    Thanks for controls. Yes, that switch could be useful too, in some anims when you need linear hand translation, like drawing a sword from sheath.
  3. If you want to look at the already existing animations, they're called "draw" and "idle_alert".
    Where can I find it?
    Also, we want to avoid moving the sword joint around to move the weapon. We are instead going to use a dynamic attachment system that can move an attached weapon from the sword joint to the hand joint at a certain point in the animation
    So if I get it right, I just need to animate hand grabbing the sword and drawing it from sheath, and TDM animation system automaticaly switch the parent in needed time?
    (which may, in fact, require the current "draw" animation to be redone, I don't know).

    If it need to be redone I want to try it, but I probably don't know all the rituals... Can someone who know it, post it here?

  4. I wanted to make anim of guard switcing his pose to combat and taking the sword from sheath, but I dont get how to force this parent constraint in MB or Maya work smooth.

    There is a MB tut by Oddyty, i watched it, its all easy and clear in it. All but that parent/child part.

     

    In 3dsmax there is a link controller which is pretty easy to understand.

    In this case you just select sword bone, then adding link controller to it, and in link controller you point two parents (sheath bone(weight=100) and hand bone(weight=0)). Then in right time, when arm reaches and grabs sheathed sword you key weights change (sheath(weight=0) and hand(weight=100)) and sword bone is now a child of a hand bone. And its NOT JUMP to hand. Then you can animate the arm taking the sword from sheath.

     

    Can someone please describe this procedure in MB and Maya in a manner like I did it for max? And what exactly (bone or something) I need to parent, and to what?

  5. The shoulders are strange. They sink down when you pull the hands down. The chainmail clips through the lower tunic.
    Thats strange, I didn't even touch "chainmail" mesh, and only lower part of "tunic"
    You can always go back to the original t-pose by going to (F2 for animation menus) Skin>Go to Bind Pose.
    Yes, I've already learn that, but still thanks, and any advices of that kind are very apreciated, coz I still can't use all maya functionality needed.
    Anyway, it doesn't matter how the mesh fits the skeleton just as long as it's easier to work with as an animator. The mesh itself (just as long as there is a mesh) doesn't matter as far as animations go. Just whatever works best for you.

    True, but it's not only about that, I think. If I didn't miss something that obvious to all of you, guys (by my low level knowledge of maya or by language barrier), this new rig also allows to aviod double work, when there is any need in precise hand animation for example. Coz for some complex type of animations, finetuning is may be realy equal to double work. And precise animation could be a way too hard when bones are not match mesh.

  6. Last rig update (some skin problems fixed):

    http://www.examplesngm.nm.ru/AnimRef_ngm3.rar

    Ascottk, can you describe what settings exactly you used when importing to fbx? And what tweaking you made in MB after it? My results are quite different from yours, and maybe not so comfortable to animate, I don't know.

    squill,

    - idle pose is not the same as ascottk's (shoulders are lifted, feet closer together)
    I didn't move joints. I moved only vertices of model instead. Maybe thats why it looks like another idle anim. And actually thats why I asked to test it - its unusual to me to tweak model to match skeleton, not viceversa, and I didn't know if this method is working.

     

    PS What's is the sword cube for? Can I move it freely when setup rig? And can I move the "sword" joint to align it and it's rotational axes to "shortsword" mesh? Or it can ruin something?

  7. Nisstagm himself seems to have disappeared

    I'm not. It's just was no response on anims, so i didn't know if they ok or not. Then I have no time and finaly, forgot about visiting this place :blush:

    There might be more work required to convert them if they were made with an old rig

    So there IS new rig? If it's true and it's cool it can greatly speed up animation process (at least for me), so I can contribute more, no matter how much free time I have.

    the others posted below... the fingers of the left hand has some glitches in most anims, also seen in MB
    Yes, I've mentioned about this problem in contributor's thread:
    Some new anims from list above. Each of them need fixing of hands animation, after final rig is ready. It's strange that somtimes fingers move even if I didn't animate them. Though maybe it's because I'm new in Maya/MB methods of animating and miss something.
  8. Didn't expexted such reaction on my anim. Thanks!

    New Horizon,

    Sorry about that, I didn't see your email come through. There has been a lot of spam hitting it lately, it probably got lost in the mix...
    It's ok. As for that email, I can resend it but except another sample, it's not much difference from what I've already writed.

    That sample: gun it's only animation there is mine. Model author Georg Destroy georg.destroy@gmail.com

    Domarius,

    You're going to have to ditch 3DS Max and it's Character studio though. We can't import 3DS Max anims, and once you try it, you'll find Motion Builder far better to animate with anyway

    Learning of new instruments doesn't scare me but it'll take some time. I've already downloaded MB tutor from your wiki. And I've never met with D3 engine before (as developer) so It may take time too.

    Springheel

    Just a few questions, Nisstagm. We've had a lot of promising animators sign up in the past and then disappear, so we're a little gunshy. Are you familiar with Thief at all?
    Well Thief1/2 came to me about only 8 month ago and it cath me in spite of it old grafics. You know, it's many games to compare today...
    What made you decide you wanted to animate for the mod?
    Don't know I just want it. May be there is strong motivation in Thief for me. Well at least for now it is. Maybe when it leave me I'll disappear like other animators. But that doesn't mean I'm such inconstant person, just don't like to give promises. And while I can (it's almost the same with while I want) I want to help this mod in what I can. All is simple. Besides, it's good place to start my portfolio (to add a little cynicism). ;)
    Do you have Maya or MotionBuilder?

    Maya 7.0, MotionBuilder 6.

  9. Hi I writed you at recruiting@thedarkmod.com about week ago, with no reaction. Maybe my message lost or is it because of lack of samples. But I'm still a big fan of Thief and still want to help in what I can. Just don't know if you read that email.

     

    I didn't met such necessety of assembling portfolio before. So as I writed earlier it's not much i can show you. More of that, I don't even know what to think and what to say about my level as animator (problems with selfidentification :) ), so I don't pretend on something extraordinary... anyway it will be more clear through the process. Again, it's not much time I can spend on this, it's only a hobby for me, but it's one of the favorites.

     

    As for my skills.. 3dsmax: IK, Biped, Physique, particles, simple modelling and texturing.. Photoshop. Maya (a little), mostly simple modelling.

     

    I've attached another sample with this post. It's just a short prayer animation i made yesterday for one person making mod for Morrowind. At least it fresh

     

    ...strange, attachment isn't working..

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