Noisycricket
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Posts
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Posts posted by Noisycricket
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Wouldn't it be easier to simply slide the hands back and forth using ik and adjust the elbows and shoulders afterwords?
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the action is one continuous movement which makes it hard to see, you need more time for the whipe to read. Or you could just lower the arm right after the sneeze like this
Yeah, i wanted it to look like he was mainly doing a quick wipe just for insurance rather than him thinking he actually had a lot of phlem on his hand.
Domarius did the "warm hands", while i was actually thinking of doing one where the guards would rub their hands together. If anyone wants to do that one go for it. I'd have to read a ik/fk switching tutorial first.
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But this gesture doesn't even look like wiping dirt from hand (I suppose that's what the character's doing?). It could be skipped in my opinion.
Hes wiping the sneeze of course... I guess maybe it not that obvious because i have his hand in a ball to catch the sneeze, not a more natural open palm. I tried the open palm and changed it because i was having trouble with it. Can't remember why. I'm not opposed to changing it. I'm not happy with the closed fist or the wipe really.
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I updated the bow_holster animation. The attachment frame (to back) is 20 now.
For the bow_holster its frame 15 when he grabs it.
EDIT: Also, should i put it on my to-do list to do the bow animations the way you asked? If you think you or someone will eventually get to it, I'd like to do them. Actually, its so easy to cut the animations, i'll just make them unless you interject.
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Yeah, the flickering torch/candle idea I imagined to be part of larger effort (in a perfect world ), but it certainly could look nice alone of course. I guess the thing i think would be most helpful is something that sort of visually shows what the mod is trying to offer, something atmospheric. I think its likely the dev's here are more passionate about the Thief universe than the Thief 4 dev's and i hope people know that and how much effort has been put into this.
But I wasn't sure if there was a person or group dedicated singularly to the homepage design or not, I just noticed it changes every so often. I was really just sort of talking out loud as i usually do, It certainly wasn't a request.
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I modified the bow_draw so the arrow hand goes to the string as well as quickly grabs and arrow. It shouldn't effect the hand position at time of bow to hand contact. I'll update the bow_holster anim tomorrow.
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I wonder if we should add some spooked animations for when guards suddenly see the player? I'm guessing that would require some coding.
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What happened to Oddity, does he come here anymore?
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When i go to blackjack an AI, i get an error "can't find function legs_pain in ai_darkmod_base. I don't need to see it though, I'll see it eventually.
Squill, are you going to re-create your failed_ko?
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Thank you
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That looked freakin awesome!
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This is in code now, a new PK4 will be uploaded soon. You can test it on the builder guards in test/walk (you need to spawn an atdm:weapon_blackjack beforehand, of course).
I get unknown command when i try to create the blackjack, is there a space i should be entering?
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I replaced the short failed_KO.m5danim with a longer one, as well as added the .ma file to model_src.
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Yeah, the licencing terms on that site are even more restrictive than usual. I even contacted the author of a piece I wanted to buy and asked him if he could provide it in a format that works with any other 3D app besides DAZ, and he said no, because they're not allowed to offer their stuff in any other format!!! It's apparently a condition of having your stuff in their store. Moronic if you ask me.
Cool-looking model though (which just makes the licencing even more of a shame).
I was just using that as an example, i've found a few other good looking orgre/troll models.
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This is in code now, a new PK4 will be uploaded soon. You can test it on the builder guards in test/walk (you need to spawn an atdm:weapon_blackjack beforehand, of course).
I get unknown command when i try this. Any clue why? I'm trying this after the map has loaded.
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I couldn't get your videos to work before, but there working now. Your animation looks really good, i agree, but i think the neck should bottom out more before the torso goes forward as no force had yet acted on the torso. Your anim also gives a better feel for why the anim comes back to the start position. Do you want to make that one then? Ideally, we would make both, then have everyone on the TDM team test them in game and vote on it, so we could get the best idea for what the community would like.
I forgot, i don't think my longer one will work because the hands go up near the head to protect it instinctively from further blows, yet the guard will impale himself if hes holding a sword or bow. I'll change it tomorrow so it will at least work while holding stuff.
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Hmmmmmmm.......
http://www.daz3d.com/i/3d-models/fantasy-s...cat=11&_m=d
just thinking out loud again....
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http://www.aftertheimpact.com/ (turn on your sound )
Just hope its an immersing FPS with powerful enemies and a sneaking element.
EDIT: Thats for Rage btw.
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So I figured less was more. Its the fact that you have to return to the idle pose that really causes the trouble for me personally. For me less was more. If we could create animations for each type of item being held in hands, that would bring new possibilities, but in the meantime, Ill upload the longer one. Tell me what you think, its failed_KO long.ma
It still needs to be loaded into Maya7 and re-saved, I can't do it for some reason on my laptop, Maya 7 keeps crashing.
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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.
Roger
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Ok, i know this probably isn't the right place for this, but its the most related section. I was just thinking about the fact that release is so close and about how people will receive the mod. I always loved the http://www.thief-thecircle.com/ home page and others that sort of drew me in. The mod will speak for itself, but I thought having a homepage that sort of represented the atmosphere that is trying to be acheived . So, my idea is just a small part of it and is just adding flickering light from a torch or light....and maybe flickering windows..... Yup, thats it...
But here some examples to help illustrate what i thinking of:
http://www.mobygames.com/images/i/20/14/627514.jpeg (whole scene flickers from animated fire)
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Reminds me, i wanted to order that book on Amazon.com
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The female animations are *currently* scheduled for post 1.0 release, not to say we won't be able to get to it. Its kind of funny, I was looking for inspiration for the drunk_walk and I noticed that walk.mb in model_src would make at least a good temp female walk_cycle. Lots of "asset" shaking going on.
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Ok, i accidentally thought the idle_drunk was not assigned to anyone and I've got one 75% done. Squill, its assigned to you at the moment, have you completed one? I guess having two is better than one. I also assigned myself the the drunk_walk and plan on doing that as well.
Drunk animations
in Art Assets
Posted
Should/Will the drunk animation use regular idle animations? Heres where im at. I made a drunk idle and have it 95% done, but its not generic enough and i'm going to make another one and use the current one as a possible idle anim for a possible drunk state. Not thinking of this problem when i started, i made my current drunk_idle in a different pose than the regular idle_pose as i assumed he wouldn't use any idle_anims. So if he goes into a regular idle animation, it will jump. Yet the regular idle_pose doesn't lend itself to a drunken look. Could we not use existing idle anims for the drunk guards and create their own set of idle animations (ive already got one ) and more to the point, would they even need any?
Or should the drunk_idle just start/end with the idle pose to keep things simple?