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Noisycricket

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Posts posted by Noisycricket

  1. Am i doing this right? I load up doom using my Saint Lucia shortcut and enter: exportmodels guardsneeze, then press enter and get this error.

     

    file e:\Program Files (x86)\Doom 3\saintlucia\def\guardsneeze.def, line 3: Unknown token: -

    ---------------------------------

    Here my guardsneeze def file:

    export guardsneeze {

    options -sourcedir a\

    -destdir a\

     

    anim guardsneeze.mb -dest idle_itch.md5anim

    }

    ---------------------------------

     

    -My St Lucia installation is: e:\program files (x86)\Doom 3\

    -guardsneeze.def file is in e:\program files (x86)\Doom 3\saintlucia\def\

    -guardsneeze.mb file is in saintlucia\a\

    -The MayaImportx86.dll and the two other files that come with it are in the Doom 3\ with the Doom 3.exe executable, the Doom3\base folder, saintlucia\, Maya\ and finally, Maya\bin.

    -Im using Maya 8.5 SP1 64bit at the moment.

    -Doom version 1.3.1 1304

  2. For the stretching animation, i can't rotate the shoulders 90 degrees up to put the hands behind the upper neck without the shoulder area of the mesh getting completely distorted. Can i use another model to do that animation to make sure it looks right?

     

    Also, I may have to modify the animation to take into account the huge shoulder-guards the Hammerite guards wear.

  3. The AI play idle animations any time they are in an "idle" state (ie, have not been alerted). Since D3 can break animations up by torso or leg channels, the AI could play the "sneeze" animation while standing, walking, or sitting (it would only play on the torso channel for the last two).

     

     

     

    The list of possible idle animations is set by us and is then selected at random every 30 seconds or so by the code. Mappers could theoretically make their own list for individual characters but that's pretty unlikely.

     

     

     

    It's hard for me to visualize what you mean, but feel free to experiment with whatever you think looks good. :)

     

    Copy that. 70% done with the spitting animation, much trickier than i thought it would be.

  4. Roger than Springheel, the grittier and more realistic, the better.

     

    @SneaksieDave: Well now i don't like the arm swinging either! :laugh: The act of sneezing is kind of defensive and jarring, maybe the arm swinging is too casual for that particular situation. I think it would go better with a stretching animation. I think ill change it to a quick wipe on the way down.

     

    I wish we had a section for polling team members.

  5. That was what stood out as a (very minor) issue to me. After the sneeze, it looked like his arm fell with gravity, instead of being set down by living muscle.

     

    Yes, that was intentional. For me, bringing the feeling of gravity into the game enhances immersion. I think it looks nice as long as its only done on a couple of the animations and its subtle. To me it says, "Im dead tired, is it break time yet?". I have since changed it so that it doesn't swing quite as far.

     

     

    I had thought of wiping the hand off, but i took account the length of Thief 1 -3 animations and thought i should keep it shorter. I'd rather have them twice as long. (and if i can do that, let me know!)

  6. So patrolling A.I. will do idle animations, i didn't know that, good to hear. I read that map makers choose the idle animations, so i have been running under that assumption too.

     

    How about stretching the arms at 75ish degrees upward, then bringing them back down closer to the body, rather than having them swing back down away from his body?

  7. I'm at work so I can't make a decent illustration, but imagine the AI standing inside a tall cylinder. This cylinder is his "bounding box", that determines when he bumps into things. Anything *outside* that cylinder is essentially insubstantial (ie, it will clip into things). So if an AI stretches his arms out straight from his sides, then his hands/forearms will stick out of the cylinder and could potentially clip into walls. There is a little more room in front of the AI than there is to the sides because the human body is wider sideways than forewards. Maybe someone can post a picture of an AI with the bounding box on to help you out.

     

    No need to explain or post a bounding box, I programmed a simple pong game with a bounding box for the ball. I think I see what your saying about the circle potentially leaving A.I. closer to a wall on his sides than from its front/back when its done searching for a player. Isn't the A.I. programmed to return to its previous activity/post when its done searching for the player? From what your saying, apparently not. I've seen A.I. standing still after searching for a player, but i thought it was a bug because it was staring at a wall.

  8. Doh, first problem.. I can't download the MayaImportx86 file from the wikipedia link. I don't have SVN access. I tried logging into the ftp server using the password to check there, but the password didn't work. I tried using the http link as well and get an error: 403 forbidden message.

  9. I'll try and follow the Wiki guide before i bother you. Is the sticky post in this forum about the maya binary and/or fbx files still something i need to pay attention to? I not quite sure what that is. Do you want me to upload these anywhere?

  10. 1. Is it possible to rotate the head where it attached to the neck?

     

     

    2. Can joints be added for breathing animations? ie, one for the belly, two for the chest? Note: when i lift weights, which i do to make my day job easier, i notice my biceps muscles pushing off my ribs, pushing the arms out with each inhale. Could potentially add a psychologicly based virtual look of strength to the guards.

     

    3. Can I manipulate the fingers individually?

     

    4. Do/will idle animations wait till the previous idle animation is done before it move on to the next?

  11. Keep in mind my likely ignorance to the TDM engine and current levels when i respond... :) I don't know how or when the animations cycle, or if the map maker chooses them. I've only the Thief series and Thievery to reference in my head. In your example Mortem, rare as it would be i would think for a mapmaker to place a standing idle position dead in a corner, as long as you gave him around 1.5 body widths on either side of him, you'd be in the clear. All the Thief games have the animation and TDS's were done while walking as well. My plan was to stretch the arms out at a 45 degree angle upward. Again, you guys make the call, i don't know the scripting or levels, i'm fine either way, trust me on that!

  12. The avi played fine in Windows Media Player for me.

     

    We can't be too picky, but right away it looks a bit robotic at the start, I think it's the way his arm smoothly travels up to his face. Try lifting his arm quickly and leaning back in one movement, a little bit of anticipation as he keeps leaning backwards slightly, then let the rest play out. All very quickly of course. Did you act this out in the mirror first?

     

     

    There is a little hesitation in the hands as hes determining whether or not hes going to actually sneeze, but its very slight, but I agree, ill add a little more.

     

    A bigger problem i thought was the arm movement just after he sneezed, i'll adjust that too.

     

    Edit: Yup, used a camera, but i couldn't get my whole body.

  13. One thing to be aware of is clipping...if AI reach too far away from their body, it increases the chance they'll clip into things. They have a little less clearance on the sides than they do front and back, as they essentially stand in the middle of a cylinder. If you have the arms go straight out to the sides (can't tell if that's what you mean above) then that will be a pretty "clip prone" animation. Straight out in front is probably ok.

     

    I share you concern about clipping. However, I can't think of a single guard standing position where that would be an issue. Its been a long time since i've played through Thief 1 and 2 though, so perhaps im just memory deficient right now. Seems like out front would be worse, because of guards standing next to railings. You make the call Springheel, i'll make it look natural either way.

  14. @Noisycricket: I'll set you up as Animation Contributor in a minute. There is a startup post describing how to get ready for direct contribution here: http://forums.thedarkmod.com/index.php?showtopic=6694

     

    Now I've got 2 requests for you:

     

    - Please take your time to read through that post, it contains a lot of info for starters.

    - Please stick around for more than just one or two animations. The team is "marked" by literally dozens of people showing up, putting efforts in their application, only to disappear right after they got SVN access. Please don't be one of them, it's so disheartening for the team to invest time on a newcomer, help him getting ready only to see after three weeks that time is wasted for nothing. That said, we're happy to help in case you're hitting a wall or something.

     

    Done and done.

     

     

    Edit: edited

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