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Noisycricket

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Posts posted by Noisycricket

  1. Does everyone want more than one? If Arcturus and I were any indication, we might prefer the single Arcturus animation. A vote thread would clear that up, but Im not going to make one since im just a contributor.

     

    Lookng at that video brought up a question. Near the end of it, when the character looks up to the right, would there be any easy way to add an acceleration to the random movements so that they start and end slower, and would it look good, and would it be worth the effort?....just thinking out loud....trying to live up to my name. ;)

  2. At the time the code attaches the bow to the hand, does the hand needs to be in exactly the right orientation so it doesn't flip the bow into the body or jump to the hand?

     

    Is there any flexibility or helpful options? As you can see from the photo, its going to be hard getting the animation to look natural. I can make it fast, but that will only help so much.

     

    Another idea was to pull the bow up with the right hand about .3 meters (~1 foot) with the right hand, then grab it more naturally with the left. But sine we have two different bow sizes, the grab stop for one hand would still be off unless we have an animation for each bow size.

     

    post-2107-1246240511_thumb.jpg

     

     

    Edit: Was just checking out T3, and noticed angled the attachment position (I assumed thus far we were going with a purely vertical position ). The bow is angled, not vertical, and provides a more natural one handed grab. I recorded some video of the A.I. in T3 drawing its bow, its very natural looking and there doesn't seem to be any jerk when he grabs the bow.

     

    post-2107-1246246000_thumb.jpg

  3. Is the animation status sheet up to date? The combat animations are still red, yet they were uploaded i thought.

     

    http://spreadsheets.google.com/ccc?key=rtq...fw&hl=en_GB

     

    I've entered idle_warm hands, idle_stretch_2 and idle_shift_weight into the google status sheet and put my name by them, but i'll take my name off for now, since im doing the bow animations at the moment. So Dom, if you want to do the shift_weight or any of them, go right ahead.

     

    .....just in case....

    Domarius, I just started the bow animations today, so let me know if you really wanted to do the bow anim's too ( I just remember you put a smiley face after you mentioned you were doing the combat animations in the status thread) I can work on something else if thats the case.

  4. Need some more info for the bow animations.

     

    1. Do we have the exact bow were going to be using all or most of the time so i can make the animation more exact and natural? How about the quiver and arrows?

     

    2. What do you want the placement of the bow to be, and can we get this set up before i start the animations so i can make them as realistic as possible?

     

    3. How fast do you want the time between shots?

     

     

     

    Heres a reference, 7 seconds between shots. If you think thats fast, check

    out. Now, i just reference those to illustrate the high-end of the range, but i think a medieval, this-is-what-pays-the-bills guard/bowman is going to be around 9-15 seconds, what do you think?
  5. I think having only one stretching animations is probably a bad idea as that is what guards would be doing most of the time besides shifting around. Im having a hard time visualizing another good stretching animation, the ones i do in real life are downright goofy... :D Looking for ideas from anyone.

     

    Second idea, following Arcturus's belt animation: adjusting the helmet. Would that work? Do other guards have full face masks? If that would cause any trouble, is there anything else i can adjust btw? Otherwise, i was thinking about doing a [scratch back of neck with one hand, other hand rests on waist while shifting weight back].

     

    Sorry if this was answered already, but will the random head/torso movements be disabled for relevant animations?

     

    Any other brain stormed ideas are welcome.

     

     

    Oh, one other thing, will there be a place, either for 1.0, or in the future, for longer, more elaborate animations, like squills nose_wipe animation, or an examine_sword, or throw rock into air and catch...etc?

  6. Ok solved the problem with the exportmodels command by changing this:

    export a {
    options -sourcedir a/ -destdir a/</P> <P>anim a.ma -dest idle_armwipe</P> <P>}

     

    to this:

     

     </P> <P>export a {</P> <P>options  -sourcedir a -destdir a -scale 0.97</P> <P>addoptions -keep origin Pelvis Pelvis2 Hips LeftHips_Dummy LeftUpLeg LeftLeg LeftFoot LeftToeBase LeftToe_end RightHips_Dummy RightUpLeg RightLeg RightFoot RightToeBase RightToe_end sword Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 LeftHandIndex4 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 RightHandIndex4 RightHandRing1 RightHandRing2 RightHandRing3 RightHandRing4 RightHandThumb1 RightHandThumb2 RightHandThumb3 joint8 joint9 leftpad rightpad joint7 RightFrontUpSkirt RightBackUpSkirt LeftFrontUpSkirt LeftBackUpSkirt RightFrontLowSkirt RightBackLowSkirt LeftFrontLowSkirt LeftBackLowSkirt
    mesh proguardmesh_export.mb -dest tdm_ai_proguard</P> <P>anim proguardmesh_export.mb -dest af_pose.md5anim
    addoptions -scale 0.97</P> <P> anim a.ma -dest idle_armwipe
    
    }</P> <P>

     

    thank the gods, that was annoying.

  7. Oh, if its that easy to move the origin without effecting the model, then nevermind what i've said. I only asked because someone wanted the bounding box to match the position of the body while sleeping, looks like you have it handled.

  8. Oops, the title of my post is a little misleading. I completely agree that that kind of gameplay is crap, I wouldn't play the game if offered for free, but im able to get something out of watching the videos for some reason. I must be getting old... My Mom used to like watching me play through games like Half-life 1 and Quake 2... :D

  9. I liked 40% of the movie Terminator Salvation quite a bit, particualarly the first half, up to the giant Harvester mech/robot/whatever scene. Too bad the game is 3rd person, which is a show-stopper for me. Nor does it have a sneak gameplay element, which i'd love to see. The graphics are really good for the most part and I love the environments, again, for the most part. So although i won't play this, i was able to enjoy all 21 videos of someones walkthrough, in HD. Make sure to click the HD button in the player if your connection can handle it. Quality sound effects and story also.

     

    Always love burnt out skyscrapers.....

     

    http://www.youtube.com/watch?v=Moe9g-VMYuk...feature=related

     

    btw: if you watch this, what do you think the guy was doing zooming in all the time? Stealing textures?

  10. I applied the same X axis translation values the hip had to the origin, then zeroed the hip X axis translation values and set the IK legs to not inherit transform.

     

    I can upload these to the folder of your choosing if you like.

  11. Couple questions:

     

    1. Do we still need the sleep placeholders, are you working on the real ones?

     

    2. I changed the SitDwn.ma and SitUp.ma so that the origin moves rather than the hips, would it be helpful for me to upload them?

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