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Showing results for tags 'animation'.
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While I was trying to fix the 'turning' animations, I experimented with different values in tdm_ai_base.script file. Here's what it looks like when blending between animations is set to 24 frames. I I replaced all values in the file wholesale.
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Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has constraints to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way. Remember that there are bones for clothing in Darkmod, that aren't in the motion capture files and need to be animated by hand :)
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I tested this addon for importing and exporting md5.mesh and md5.anim in Blender: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon It works with Blender 3.6.15 which is the latest version in the 3.0 series. It doesn't work with Blender 4.2. It seems that the culprit is the change in the 4.0 series from bone layers to bone collections. Here's an updated .blend file with male NPC animations. .blend file with a female model Like before: use armature_control to animate the model when you're done, select the tdm_ai_proguard armature object and Bake Action to Pose; select Visual Keying for the exporter to work you need to select both the tdm_ai_proguard and a mesh object that's being animated, e.g. proguard_armor
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Hello folks, I got another one here. Put it on the list and save it for a rainy day On version 2.04, map is "Requiem". Have a good one!
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Hi, I am new at this forum. I am a 3D Artist and I really love the Thief games and I would like to support this site with 3D models and animations. Currently I am using 3ds Max, Maya and Photoshop but I have a few more programms like Mudbox, ZBrush etc. You can find a few examples (which I created at least one year ago and not medieval but it's just that you get a little impression on my modelling skills ) on my DeviantArt page here. My strength is hardsurface modelling but I am also modelling characters (they just take much longer ). I wanted to create a few assets to start with. I already took a look at the list but since it seems not to be up today feel free to send me a list of items etc. which you would like to have. Nice greetings
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Hey there! So this is my first post here, and I would need some help for a few things. Here is my goal : I would like to create an original main character, with its own model, weapons, animations and voice acting. The gameplay won't be affected, though. Since the game has a first person camera, it shouldn't be too hard to edit : the only things we can see are the character arms and its different weapons. Thus, I just need to get the skeleton, models and animations, so I can edit them on Maya. The problem is that I am not really used to Dark Radiant yet. Do you know where I can find all of these? Thanks in advance! And sorry for the poor english, by the way.
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I recently discovered that the website mixamo.com has an autorigger that is free for low poly models. The final result may not be perfect but with a few clicks you have a working rig and your model correctly weighted! that's at the very least a fantastic starting point, saving hours of work. However, it has its own system of bones, that 3ds max translates to helper objects (not bones). I was wondering if it's possible to create md5 animated file using this rig, that works in TDM. Anyone ever tried that?