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Noisycricket

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Posts posted by Noisycricket

  1. Yeah, I just think the current cycle is a little too unnatural, mainly the up and down movement is too much, making it look almost like an older person walking down a slight grade, clutching a railing. Since we have so many willing animators, we might as well make the walk_cycle, which is so prominent, as good as we can I figure. I have some time coming up and will be able to spend a day on it rather than 5 minutes.

     

    I'd like us to have a more casual walk too.

  2. I had a chance to play with the walk_cycle a month ago, but had deleted the main part of the work on accident, however, since i still had an early edit, I worked on it for a few minutes tonight and came up with something a little more natural looking. Though still not ideal, I uploaded what I had in md5anim format to model_src. Its in the "Noisycricket" folder.

  3. I thought the Doom3 animations were pretty good, last I thought about it anyway. Although it's been a long time since i've played the game farther than when the portal to hell opens. For example the guy that operates the scanner in the beginning is very good I think, how he raises his hand while still looking at the screen since he does it all the time. All i remember about the monsters is that i had an ass-full of the fire throwers...

  4. Lots of Rage videos for anyone interested.

     

    http://www.gametrailers.com/video/quakecon...iler-rage/54146

     

    I point to this video in particular because look at the animation of the guy taking a drag of the cig. Theres no ac acceleration of the arm when he reaches his mouth, it just stops instantly. In a AAA title... Thats part of the reason why im excited about my chances in the animation field, i see that stuff all the time.

  5. Hey cool :) I hate to say but my current lack of progress may continue for at least another week. My savings is almost gone and I still havn't landed a job anywhere. I've given up on a career change and am now just spending all my time trying to get a decent paying job. Another new development is qualifying for an animation course. They want at least 3 samples of my art demonstrating an understanding of perspective, human figure drawing and light and color. Theres only one small problem with that, I have ZERO art, hehehe, so i'm researching all those elements. I know what to draw for the human figure (a man balancing on one leg holding out two large globes to the sides and leaning sightly) and perspective ( the exterior walkway of my apartment building with the doors, windows and railings going out into the distance ), but am unclear as to what to draw for the light and color. Then of course i have to create these things..... :D I used to draw so i'm actually comfortable with this, but it probably not going to be pretty.

  6. Thanks, but there is some serious data compression going on, both my drunk_idle and bow animations look sort of stunted in the game. For the drunk idle, its actually not a bad thing, but i think i'll be making the bow anims a little more pronounced.

     

    I spawned the archer in the test/idle_animations map (that group of A.I. is very territorial apparently :D ) and made some noises on the ground with the blackjack around him. He went into his alert state, then back to his relaxed state normally, except the bow remained in his hand. Not sure if that is intented or not, because all the animations that played were did not cause any bow clipping, but perhaps that was just a coincidence.

  7. Yeah, the random head/torso movement may not work well with a drunk idle. I'm going to be pretty busy again, at least for awhile and im not quite done with the drunk idle so it may take another few days.

     

    When i started the new, more generic drunk idle, i noticed a couple things. One, the new drunk movements I made aren't very subtle and i find them very hard to make look generic without looking underwhelming. Two, when i started the new drunk idle anim, i simply added time in front of the existing anim and animated there, rather than starting from the scratch and ended up with a really long animation which could be ideal. Since all the movements are pretty large (IMO) and the animation is much longer, the movements don't stand out from each other as much. Can the engine handle all these animations that are much more complex than those in Thief 3? I don't know. I'll just finish this animation and you all can review it and let me know what you think.

     

    Edit: That animation is unfinished, only first first part was really worked with.

  8. I uploaded the drunk idle 5d5anim and the maya file. I didn't even bother finishing it since all the movements are so intertwined, making it painstaking to adjust anything, plus i came up with some good ideas for the more generic idle. As you may be able to tell from the already quite long idle_drunk, its hard to make any movements not stand out without making it extremely long. Im not sure more generic movements ( that i've come up with) with work without making it pretty long, like say 300-400 frames, mainly because theres lots of slow moving as the body changes direction when swaying.

     

    I think the idle pose is doable too.

     

    Any thoughts are welcome.

  9. Sorry this is taking so long, im very busy at the moment. I have decided to free myself up this weekend since i'm going to go watch the Blue Angels (Airshow) both days anyways. Since I am going so slow, im going to finish up the idle_drunk i have (the not-so-generic one) just to give angua or whomever something to work with. Should be done tonight or tomorrow morning possibly.

  10. Well, i hope squill has an easier way to do this, the only way i know to do it is make the "inherit transform" attribute keyable and key it as you need it changed, for each related joint. To make it keyable for each joint you must select it, open the channel box, right click in the box, select channel control, select "inherits transform" in the nonkeyable-hiddle column and click move left. Then key that attribute by right clicking it in the channel editor window as many times as needed to so Maya knows what to do with it and when.

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