Jump to content
The Dark Mod Forums

Noisycricket

Member
  • Posts

    1055
  • Joined

  • Days Won

    2

Posts posted by Noisycricket

  1. on a second though i looked at it again and i agree it looks a bit off. The knees are too much bended and his back could be put to the front to make him inbalance. I also think the new posed arms doesn't make him look relaxed. If we want to avoid the clipping on certain models it's better to create a seperate idle anim for those type of characters.

     

    a longer idle with some looking around type of action would make him less stiff then he looks now, but that's for later.

     

    How long do you think it will be before you finish your revisions, so i can plan my next animations. I can't do much that i won't have to go back and fix currently. Actually I can do a few things for awhile, nevermind.

     

    For what it's worth, I thought Squill's idle animation on the old skeleton was nearly perfect.
    Is that the one from St. Lucia? If so, I really liked that one too.
  2. i checked on your idle animations. I like the sneeze but what is that last action he does with his arm going along his chest?

     

    The spit idle doesn't really read that well. It's more like he's looking down. You could enlarge the spit movement by throwing his head back (anticipation) before he spits. Although it's kind of hard to visualize it without some kind of sound or supporting hand gesture like wiping his mouth after the spitting.

     

    I like your anticipation suggestion, some hesitation at least while he gathers the saliva up.

     

    (YUM! )

     

    Edit: I don't think i like it anymore... Springheel, were you specifically wanting a quick spit to the right? If not, i'll build a little preperation into the anim.

  3. I wouldn't have him wipe his hand...this is supposed to be someone who just horked up some phlegm. I'll find a nice, disgusting sound effect to go with it.

     

     

    The sneeze has the quick wipe, not the spit. Have you seen them yet? I actually took your guidelines literally when you said: "Idle, spit (0/1) (turn head and spit on the floor)". I thought you wanted a quick spit and was thinking i almost overdid it. I think the head movement right when he spits is a little much, but i'd like to see it in the game at an average distance.

  4. on a second though i looked at it again and i agree it looks a bit off. The knees are too much bended and his back could be put to the front to make him inbalance. I also think the new posed arms doesn't make him look relaxed. If we want to avoid the clipping on certain models it's better to create a seperate idle anim for those type of characters.

     

    a longer idle with some looking around type of action would make him less stiff then he looks now, but that's for later.

     

    I just saw the idle.ma for the first time.

     

    LESS stiff? Thats more movement than an MMO or Street Fighter character! :laugh: I think they have planned movement for the head directly in the code.

     

    Im not sure people are going to like that much movement... My personal preference is barely any movement, as I know my brain will interpret that as real, but my opinion is irrelevant. I would guess however that the majority of the Thief community are PC players, not quite as used to console character movement. I could certainly be wrong though, i've been wrong before (ask an angry Sparhawk! :laugh: )

  5. I like the movements, its just the pose that my brain is telling me is off. I tried standing like that in the mirror, with my knees bent out and feet out and my back straight up. Looked a little strange, got a good chuckle at myself though. Speaking of that pose, im going to need that soon if its finalized. Im not 100% sure Sparhawk gives a damn that my password doesn't work.

  6. Is that how the AI stand in the current idle animation? Having jobs that required me to stand for a good 10 years, 8 hours a day, i can tell ya you don't use your muscles when you don't have to. :laugh: You rest straight up, balanced on your joints, knees straight. When your joints get sore, you shift the weight onto different angle of the joint, still balanced, still straight. Unmoving too, but I agree, the subtle moving adds to the game. Anyway, thats realism for you...

     

    If you like, since i know time is a factor, i don't mind creating a standing idle animation that comes from my own experience walking this earth these 33 years and then at least we'd have two to choose from? I was going to anyway down the road and i've got tons of time to spend on it at the moment.

  7. Totally redoing the sneeze animation. Can't stand it now after not having looked at it for so long. I think it helps to get away from the animations for awhile because, at least for me, i think I just start to accept the way the animation looks as, sort of "how one person sneezes" and i can't really get in touch with how i want it to look incorporating the original goals. Thats also a problem, i never really had any set-in-stone goals.

     

    I also learned I could turn off key snapping in the timeline, much easier to compress/lengthen movements now.

  8. I'm now using the 32bit version. I now get a blank window popping up asking me to search for a directory. Its only responded thus far when pointing it to the maya directory. After that it continues processing for a second and then gives this error:

    R6025 Pure Virtual Function Call

     

     

    If you strung together the strings created by procmon.exe after starting the exportmodels command, it would probably stretch to the moon and back a few times.

  9. once you've completed downloading the mod, use the proguard def file te export your animations. This way we know if new animations are added/working and the def file stays up to date. I'm still using the maya 7.0 dll just for the DM, haven't tried the 8.5 dll with 2008. anyway the 7.0 dll should work without a problem.

     

    ? :laugh::laugh::laugh:

  10. Tried 7.0, now it reads mayaimportx86 a lot longer but it still won't work. Here are the related lines in the log file if anyone knows what there doing (20 or so lines). I can't believe the computer processes all that crap so quickly!

     

    http://www.mediafire.com/download.php?ydomwygnmnn

     

    @ Springheel: I'm thinking Sparhawk will fix my login problem today, in which case, i'll upload my completed files. If you want either of those two animations i did sooner, just let me know.

×
×
  • Create New...