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Everything posted by Arcturus
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Disney made similar tool. They used Blender for demonstration. No information if it's going to be available for public.
- 15 replies
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- motion capture
- blender
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https://github.com/google/GNM/tree/main https://nathandickson365.gumroad.com/l/GNMImporter?layout=profile
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https://www.blender.org/download/releases/5-2-lts/
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I added this walkcycle to repository as "walk_sneaking". BTW, why are animations played in slow-motion in Dark Radiant?
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Legs have to be completely animated by hand in order to prevent them from sliding, with mocap serving as a guideline.
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md5 .md5 format importer / exporter for Blender 3.6
Arcturus replied to Arcturus's topic in Art Assets
md5anim_optimised_export_blender50.py Updated exporter for the 5.x series. -
NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
tdm_ai_head_tracking_humanoid.script I swapped idle anim with a t-pose to see what's going on. And it looks ok, head joint doesn't seem to cause too many issues. There is a small stutter when random idle starts, for example at 1:23 monk's head is a bit jerky. Random head turn is disabled when tracking begins. But they also turn around when they talk to each other, that doesn't count as random head turning. Anyone knows how to disable those? Tracking pauses when random idle animations play. Main idle animation has those stupid sways. Here you can see some stutters on the head joint. Perhaps swaying back and forth in the idle anim causes some issues?- 14 replies
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- procedural
- animation
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@Bikerdude If it meeds to match the speed then we can't use it anyway.
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I was thinking about replacing search.md5anim but now I see that it's much faster.
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That's just .obj format. Downside of this method is that it doesn't preserve UV maps. QuadriFlow tries to, but inevitably they break.
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A walk-cycle. Takes some work to take a bit of motion capture and make it loop
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@Bikerdude Blender has similar tool - Quadriflow. It\s in 'Data' tab under 'Remesh'. But this one might work better. Typically you would use a tool like this on a very high poly mesh or a messy, triangulated one, in order to get nice, even quads quickly.
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AutoRemesher - free tool for automatic retopo: https://github.com/huxingyi/autoremesher/releases
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@The Black Arrow Final in-game animations would be more polished.
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https://www.gog.com/en/game/silence
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Jerkiness in game can be mitigated by smoothing up animation curves in Blender before exporting. There's one potential obstacle if we're to replace current idle animations. All idle animations, and by extension some other too, start and end with the same pose. It's especially important that feet are in the same position. There is quick 3 frame transition (interpolation), but if poses aren't matching it looks bad. The thing is, I don't like current default idle pose. It's supposed to be relaxed, with one leg back, but in my opinion it's imbalanced and unnatural. Left upper leg is twisted too much. I think it should be neutral, symmetrical and short. Then you can easily make longer animations where character shifts weight to one leg or the other, like in the video above. Symmetrical pose makes mirrored animations easier, such as turn left/right could simply be flipped. Other, bigger issue is the fact that first frame of the idle animation is used as a default pose in Dark Radiant. To me t-pose would make more sense. If mapper attached something to an NPC using bindtojoint and the animation changes, that means that such object will be misaligned now. That misalignment wouldn't be game breaking, but may look bad. A compromise would be to leave upper body as is, change only legs and hope that mappers didn't attach anything to leg joints using 'bindtojoint'. Cause as I understand this is not an issue with the Def_Attach method? https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI Edit: feet should be slightly rotated, this is just a quick example, not final.
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I'm testing UE5's motion capture tools. For this test I recorded myself with just a single camera, no markers. It took quite a lot of manual work to clean it up. As you can see it's still far from perfect. Feet, hands, shoulder pads need manual adjustments. It's possible to combine inverse kinematics chains (IK) in legs and hands with mocap, that's why feet are nicely glued to the floor in the video. There's a small jitter when looking up close that's not in the original animation. You can see it in some other Darkmod animations, probably some math inaccuracy. edit: uploaded longer video
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It's possible to combine motion capture animation from UE5 with inverse kinematics.
- 15 replies
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Daniel Thron's involvement has been confirmed. https://www.pcgamer.com/games/fps/to-get-thief-remastereds-cutscenes-right-nightdive-brought-on-the-dev-behind-the-1998-originals/ if anyone hasn't seen it yet, here's unofficial Thief film directed by him 3 years ago:
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Unreal engine now has a tool for single-camera, markerless motion capture. Supposedly based on this tech: https://meshcapade.com/ It’s far from perfect, but definitely usable. It’s free and offline. https://dev.epicgames.com/documentation/metahuman/getting-started-with-metahuman-animator https://forums.unrealengine.com/t/epic-games-metahuman-animator-markerless-motion-capture-plugin/2729293/6 Position of hands and feet can be adjusted manually to some extend using retargeting tools.
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https://store.steampowered.com/app/1180660/Tell_Me_Why/ First episode is free.
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They're adding weapon wheel. They work with one of the "original artists". They say they're working on compatibility with fan missions.
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I made some changes. Skybox prefab is in the repository.