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Noisycricket

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Posts posted by Noisycricket

  1. i like the timing although a bit stiff on the hip area but good enough.

     

    Good call, i fixed that as well as some other things.

     

    Edit: Oops, should have just included this in the previous post.

  2. Not sure about the playback problem Squill, Im using the playblast function at .4 scale with otherwise default settings.

     

    I set the sneezing animation to 24fps and scaled it down. Yikes, quite a difference, especially in the fast movements. Will it have the same effect with the game rendering at 30+ fps?

     

    I had tentatively planned to release high quality animation pack somewhere down the road as part of a "virtual reality" package. Will I be able to do that with 30fps animations?

     

     

    Are the fingers individually manipulatable other than the channel box settings?

  3. No problem here Domarius, just eager to get working. :laugh: I've got a generic "sneeze" animation almost done, just need to get the arms a weighty feeling at the end.

     

    @ animators: I noticed selecting a curve in the curve editor that was "synchronized Euler" and changing its rotation interpretation to Quaternion doesn't work. You just have to delete/most/some of the keys for that manipulator and start over, is that your experience? Is it ok to use Quaternion?

  4. I just recently found out that under accessibility options, you can enable a high-contrast setting which turns all the backgrounds black, very helpful to me so far, seemingly at least. Its togglable via hot key atl-shift-print screen, but you must check mark it on first.

  5. Ok, i'll start a thread here i guess. Just waiting for the latest guard model file. Also in case nobody saw my other post, i'd like the standing-idle animation as well, reason being is that the model sways left to right and the engine doesn't seem to wait till the idle animations are finished to go to the next one so there is a noticable jump when switching from standing-idle to standing-idle-streching for example, if that makes sense. So i'd like to start my idle animations in the middle of the sway to avoid large jumps and i'll need the idle animation to do that.

     

    My email: tory40 comcast net

     

    @Domarius, Squill and Springheel: what idle animations have you finalized so i don't re-invent a wheel?

     

    @Board guru: The board currently doesn't remember me for longer than what seems like 10 minutes, even if im using the board. I have to log back in. Is that normal?

     

    Anyone have trouble getting tired at night due to computer use?

  6. Why is SVN access needed if the only file necessary is the proguard rig? We could just email that file, and he could get started making .mb files right away, correct? It's not until we get to the point of exporting to md5anim files that SVN access becomes necessary.

     

    Theres only a couple of things i think i'll need, because i don't think the code currently waits until the standing-idle cycle is finished before it transitions to another standing-idle-emote animation (ie. stretching). Although the engine blends, transitions would be less noticible if i were to use the middle position of the standing-idle animation. So, i would need the current standing-idle animation unless the current standing-idle animation starts the character sway movement in the middle.

     

    My email is: tory40 comcast net

  7. Yep, talented. Obviously low self esteem.

     

    Fact - You cannot be your girl's psychiatrist AND boyfriend at the same time.

     

    If you are any good at it, eventually you will hit her wall, and she'll hate you for it, because she can't face that issue, and will project that anger and confusion onto you, for directly addressing it.

     

    If you aren't that good, then you'll go round and round in circles constantly giving her "helpful advice" and "words of support" as she keeps coming back to you with the same problems and using you as a "what do I do next?" guidebook, and hence can blame you for any advice that went bad. Your relationship will be reduced to talking about her problems all day, and she'll associate that negativity with you.

     

    Either way, her attitude towards you will slowly turn sour, and of course your natural reaction to that is to be nicer - which will look like trying to suck up to her, and will keep making things worse.

     

    The best course of action I've found, over the years, is to get to her point sooner, give her the facts straight, and when she comes back with a similar issue, you have to tell her "Well I told you what I thought about that already." Ideally you want to be able to say then "You're probably better off talking to your girlfriends if you just want someone to tell it to" or something along those lines, or at least let her talk about it and not give her any advice, just say "Gee that sucks" "Yeah I know what you mean" etc.

     

    You can't "fix" her, not the way you think you can anyway, trust me. Ultimately, low self esteem has to be dealt with internally. You have to enforce independance - if she learns to constantly go to you to whine and complain to, she'll stay in her low self esteem mindset.

    Hey, i learned something there!

     

     

    The drawing is really good, i think. Just the hand looks a little reptilian, but thats it.

  8. Does that mean i can start working with the guard model? Heres what i had so far, just a rough up. Hadn't touched the curves yet and still needed to add a return-to-relaxed segment. I was fighting the arm movements the whole time, for some reason they wanted to go off in a different direction when the arms were swinging. Only through adding tons of keys was I able to steer it properly. Its hard to see, but if you slow it down, arms are all over the place. Ugh. Probably would have been totally done by now.

     

    Less than 1mb this time.

     

    http://www.mediafire.com/download.php?zwttgmzjr4n

  9. Wow guys, i have been through war with Maya in the last few days. Blood, sweat and tears i tell ye! I could'nt get the Moom model to work with the jump animation i wanted to do. Moving the whole model slowed the framerate down to about 1 fps (literally) which made it impossible to view the jump motion over and over. However, using the Moom model led me to read up on ik/fk switching, which gave me an idea to fix the Full Body IK model i was using previously. It worked, but it turned out to be a bandaid, if anything, for whatever was going on. I was able to refine the jump animation almost to completion, but spent more time fixing weird behavior than animating. Eventually after saving it one day, the animation just went crazy and somehow the last 4 file saves were corrupted as well. Thats where the blood i mentioned came in, something about trying to throw my monitor out the window but the window being stronger than i thought ...and quite springy... i blacked out after that.... :laugh:

     

    But anyway, I found another model to use and i've already got a rough out. Only took about 4 hours to do after all that experience doing stuff over and over... Turns out it not a very complex model and so i won't be able to rotate all the joints i'd like to, but you should get an idea of what i consider "satisfactory". Im aiming some some where between satisfactory and "perfect", as you guys said thats what you really need at the moment. Should be done in the next day or two, hopefully.

     

    Want to see some pretty fast animation? http://www.vimeo.com/1224900

    Seeing this video in the beginning is partly the reason i tried using Maya's FBIK for so long. I remember using 3ds's Biped rig what seems like a decade ago and just assumed Maya's version would be just as usable.

  10. I actually didn't read all the directions, I was just having the guy jump up on the small box, regain his balance, then turn 90 degrees to the left with his whole body involved in trying to maintain balance while turning. I made a bunch of video of myself from the side and front jumping onto my tool box and used Windows movie maker to cut and edit segments, very useful program by the way (although I assume theres a better open source program). I've got one more thing to try to fix the problem, but I'll try using the Moom model if that doesn't work.

     

    Thanks for taking the time to look guys!

  11. Im having technical issues. Is it normal in a FBIK setup for the mesh to come off of the joints for some reason? Right now they are doing that somewhat, but are following at least close to the IK handles I used to manipulate the skeleton with, but far away enough to screw up what i had going. I started over from scratch out of frustration (I've been trying to solve the problem all day) and it still does it, so Im clueless now.

     

    The model im using is for job applicants of a company to make a short demo of. Its downloadable here if anyone wants to give it a look. http://www.bizarrecreations.com/jobs/character_animator.php

     

    I cant fathom a reason why it would do what its doing on purpose, I'm wondering if its a "feature" of the trial code so people don't just hack the activation code and steal it.

  12. Ok, i am currently headed in the direction of using the odd looking human character to animate him climbing boxes.

     

    Is anyone know of a way to "mirror" animation from one side of the body to the other?

     

    Nevermind, got it.

     

    To set a beginning pose that I can go back to in case i mess it up, would that be "set nuetral pose", "set preferred angle" or something else?

  13. There was one thing/bug, worth pointing out, if it isn't already a known issue.

     

    In the statue room, I wanted to steal some things from a table without knocking out that guard. So it had to be done quickly. And there I was clicking all those coins and stuff and then, suddenly, i unintentionally grabbed the candle and waved around for a fraction of a second. Everything flew off the table around the room making a hell of a racket! That was very funny and I started to laugh, thinking I was dead already. BUT, the guard ignored all the noise.

     

    I'm a very clumsy and lucky thief :D

    Too funny...lol

  14. Grrr, Im having nothing but problem just trying to get my model ready for animation. I keep going back and forth with a few different models. I really wanted my model to give off a dangerous, foreboding look, something akin to the guards, but im having trouble setting it up ( after having finally found one). I thought i finally got everything straight, but now the upper arms won't bend using the FBIK handles... The other model i have it a practice human model for students to make a demo with, but it has no eyes and looks weird. Its set up with two boxes for the students to use animating climbing. It looks pretty goofy and i'm worried it will look "high quality" doing a guard animation. Im wondering if i could get someones imput on what to do. I can either keep troubleshooting the first one, make the 2nd one climb up the boxes and maybe slip and fall off, or use the Moom cartoon model. I was hoping to stick with Thief related animations as they are what im excited about. How about using the rigged TDM model?

     

    Ditto on the grapple editor ( :D ). I adjusted the curves for ball arc and travel many times and know a lot of time will be spent there.

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