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Need an animator?


Amita12

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You may have mistyped but it's mindplaces, eric@mindplaces.com :)

 

Oh, I just checked which e-mail I sent it to and it looks like I sent it to the right place :s. But, that's ok, I sent a rapidshare link in a pm.

Your animations look great , if you keep up the pace and enthusiasm your work will vastly improve the mod's visuals;)

Hey, thanks :) . I'm definitely not going anywhere. I'd like to see this through

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If you're using proguard, his IK/FK switch is on the supermover (the big yellow nurb curve with the 4 arrows pointing in different directions; next to the feet.) Just click on the supermover and the control switches for both right arm and left arm are in the channel viewer.

 

 

BTW, thanks for this. I'm able to do some specific sitting animations now. :)

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  • 1 month later...

Those quick movements in the cower animation look wonderful, something i've really not even tried. Looks to me like you could pull off a good drunk idle animation. Thats something the team is still in need of if your up to it. Yet it would need to be a long one so it doesn't repeat too soon. Or, a short main idle with several secondary animations that would be called in the code. The team never really decided on which to go with. But if you create a long one, it can be broken up pretty easily. Not sure atm if there more pertinent needs, but i thought i'd throw that out there.

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Those quick movements in the cower animation look wonderful, something i've really not even tried. Looks to me like you could pull off a good drunk idle animation. Thats something the team is still in need of if your up to it. Yet it would need to be a long one so it doesn't repeat too soon. Or, a short main idle with several secondary animations that would be called in the code. The team never really decided on which to go with. But if you create a long one, it can be broken up pretty easily. Not sure atm if there more pertinent needs, but i thought i'd throw that out there.

 

Hey, thanks for the feedback :) . I'll see what I can do about the drunk animation, but atm I've got 3 more weeks left in my term (of 5 classes), so I'll see if I can free up some time for more animation. If not, then I've got a three week break in between terms I can just work on some more stuff then :)

 

mike

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  • 1 month later...

The drunk animation is proving difficult, but I think I'm starting to get it. I should be able to post something within the next few days...

 

Also, which walk cycle is being used? Because there's 3 of them. Is it walk36 ? I was thinking of adding a seamless stretching of the guards arms or something (like in TDS)

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The drunk animation is proving difficult, but I think I'm starting to get it. I should be able to post something within the next few days...

 

We do actually have a drunk idle already, idle_drunk.md5anim. No harm in having 2, I guess, but it isn't used often.

 

I was thinking of adding a seamless stretching of the guards arms or something (like in TDS)

 

Having the guards stretch their arms out to the side (like TDS) is probably a bad idea, as they will frequently be in positions where their arms could clip into things. :)

 

Random idle animations currently play only on the torso channel when AI are walking...you might be able to make the animations more seamless if you made them specifically for walking, but unless we can control which frame of the walk the random animation plays on (and I don't think we can) it won't likely be much smoother than it is now.

 

Did you get my last PM?

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We do actually have a drunk idle already, idle_drunk.md5anim. No harm in having 2, I guess, but it isn't used often.

 

 

Oh, alright. Then, I'll spend more time on things that aren't already made :)

 

Having the guards stretch their arms out to the side (like TDS) is probably a bad idea, as they will frequently be in positions where their arms could clip into things. :)

 

Random idle animations currently play only on the torso channel when AI are walking...you might be able to make the animations more seamless if you made them specifically for walking, but unless we can control which frame of the walk the random animation plays on (and I don't think we can) it won't likely be much smoother than it is now.

 

 

Ah, you have a good point.

 

 

Did you get my last PM?

 

Yes. Do you have any suggestions as to how I should animate the characters with objects? Or should I just animate the characters with invisible things? I guess I could just throw up some primitive polygons as guides, but I guess what I'm asking is if I need to import the actual objects or does the script automatically attach the object?

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The actual objects will be def_attached by the engine, but you probably will want to use the model mesh as a guide while animating. I can save things as .obj for you if you need it.

 

There's also the beggar animations, which wouldn't need anything def-attached.

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The actual objects will be def_attached by the engine, but you probably will want to use the model mesh as a guide while animating. I can save things as .obj for you if you need it.

 

There's also the beggar animations, which wouldn't need anything def-attached.

 

Alright, that would be very nice, please, since they all seem to be LightWave files.

 

EDIT: I'l also look into the beggar char animation. Is it just the walk that s/he needs?

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EDIT: I'l also look into the beggar char animation. Is it just the walk that s/he needs?

 

Well, the walk is the most important one, but there would certainly be value in other animations tailored to a beggar character. For example, I'd love to see an alternate sitting animation where the character is sitting on the ground instead of at chair height.

 

Alright, that would be very nice, please, since they all seem to be LightWave files.

 

Ok, I'll convert some tomorrow and add them to the models_src folder, along with the beggar idle.ma (if it isn't there already).

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Well, the walk is the most important one, but there would certainly be value in other animations tailored to a beggar character. For example, I'd love to see an alternate sitting animation where the character is sitting on the ground instead of at chair height.

 

Ok, I'll convert some tomorrow and add them to the models_src folder, along with the beggar idle.ma (if it isn't there already).

 

Awesome, thank you :) !

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I've added the hammer, but the brooms are both .ase format, so I can't do anything with them, unfortunately. Maybe someone else can convert them for you. I've also added the beggar animations (and female ones) to models_src.

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That sitting on the floor animation might lead to a lying on the floor? I guess to lie on say, a rough pile of straw on the floor you'd have to first sit down so that might be the first stage. Currently the AI sit down on the bed before lying down. AI lying on their side instead of on their back looked good in Oblivion. Maybe lie alternate sides. May be even roll over now and again. Just kicking ideas out here - dunno what priorities there are here.

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Yes, a lying on the floor, with a get up/lie down animation, would be useful...mappers could swap that animation for the regular sleep by using a def_attached object.

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Great! I'll get to work immediately. Also, The noblewoman voices are going to have to wait until the weekend after next, because next week is when my next term starts and they apparently don't keep the audio studio open during break (which is... lame, considering the amount of money I'm paying).

 

mike

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Ok, I've been working on the beggar walk. Is there a specific way I can see it in-game? I tried exporting the models and such, but have only gotten errors like beggar.ase could not be recognized (or something like that). Or, should I just put out a playblast to show you how it looks? I'm going to put it in the model_src/beggar-2010 folder for now...

 

mike

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beggar.ase could not be recognized

 

:huh: Not sure where a beggar.ase would come into play...

 

To see your animation in game, it's probably easiest to do this.

 

1. Copy the quoted file below, and save it in your darkmod/def folder as test.def

 

2. Under where it says "//add animation here" replace the models/md5/chars/guards/proguard/walk.md5anim part with your file.

 

3. Copy the second quoted file (a map) and save it into your darkmod/map folder as test.map (hopefully it works).

 

4. Dmap the map

 

Run the map, and the beggar character should be walking with your new walk animation.

 

Def File:

model tdm_ai_townsfolk_beggar {

inherit tdm_ai_proguard

mesh models/md5/chars/townsfolk/beggar/tdm_ai_beggar.md5mesh

channel torso ( *Spine_Dummy)

channel legs ( origin Pelvis Pelvis2 *Hips)

 

 

anim idle models/md5/chars/guards/proguard/idle_beggar.md5anim

 

//add your animation here

 

anim walk models/md5/chars/guards/proguard/walk.md5anim

{

frame 7 footstep

frame 25 footstep

}

 

}

 

entityDef atdm:ai_townsfolk_beggar_test

{

"inherit" "atdm:ai_humanoid_newskel"

 

"editor_displayFolder" "AI/Townsfolk"

"editor_usage" "A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player."

 

// This defines how AIs will interact with this entity

"AIUse" "AIUSE_PERSON"

"personType" "PERSONTYPE_GENERIC"

"personGender" "PERSONGENDER_MALE"

 

 

"ragdoll" "guard_base_newskel"

"model" "tdm_ai_townsfolk_beggar"

"def_head" "atdm:ai_head04_commoner"

"offsetHeadModel" "1 0 -3" // defaultvalue if set

"skin" "commoner/poor_dirty_ragged"

 

"team" "5" //beggar team

 

//weak and malnourished

"health" "70"

"mass" "80"

 

// can be KO'd from front when alert

"ko_angle_alert_horiz" "360"

"ko_angle_alert_vert" "360"

 

"draws_weapon" "0"

 

"def_vocal_set" "atdm:ai_vocal_set_jack_beggar_01"

 

"snd_footstep" "bare_footstep"

 

"snd_footstep_wood" "bare_footstep"

"snd_footstep_tile" "bare_footstep"

"snd_footstep_stone" "bare_footstep"

"snd_footstep_metal" "bare_footstep"

 

// Springheel: beggar has own set of idles

"idle_animations" "idle_cough,idle_cough02,idle_sneeze,idle_spit,idle_nosewipe_beggar"

 

 

}

 

 

Map File:

Version 2

// entity 0

{

"classname" "worldspawn"

"editor_drLastCameraPos" "-50 0 50"

"editor_drLastCameraAngle" "-30 0 0"

// primitive 0

{

brushDef3

{

( 0 0 1 -213.5 ) ( ( 0.0078125 0 255.9921875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 1 0 -130 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.00390625 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 1 0 0 -257.5 ) ( ( 0.0078125 0 0.03125 ) ( 0 0.0078125 0.00390625 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 -1 0 -126 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.00390625 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( -1 0 0 -65 ) ( ( 0.0078125 0 0.015625 ) ( 0 0.0078125 0.00390625 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 -1 191 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

}

}

// primitive 1

{

brushDef3

{

( 0 0 1 -191 ) ( ( 0.0078125 0 15.99609375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 1 0 -144.5 ) ( ( 0.0078125 0 0.015625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 1 0 0 -257.5 ) ( ( 0.0078125 0 0.02734375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 -1 -61 ) ( ( 0.0078125 0 15.99609375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( -1 0 0 -65 ) ( ( 0.0078125 0 0.01953125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 -1 0 130 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

}

}

// primitive 2

{

brushDef3

{

( 0 0 1 -191 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.99609375 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 1 0 -130 ) ( ( 0.0078125 0 0.00390625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 1 0 0 -272 ) ( ( 0.0078125 0 0.03125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 -1 -61 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.00390625 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 -1 0 -126 ) ( ( 0.0078125 0 15.99609375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( -1 -0 -0 257.5 ) ( ( 0.0078125 0 0.03125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

}

}

// primitive 3

{

brushDef3

{

( 0 1 0 -130 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.99609375 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 1 0 0 -257.5 ) ( ( 0.0078125 0 0.03125 ) ( 0 0.0078125 15.99609375 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 -1 -84.5 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 -1 0 -126 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.99609375 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( -1 0 0 -65 ) ( ( 0.0078125 0 0.015625 ) ( 0 0.0078125 15.99609375 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 1 61 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

}

}

// primitive 4

{

brushDef3

{

( 0 0 1 -191 ) ( ( 0.0078125 0 0.00390625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 1 0 0 -257.5 ) ( ( 0.0078125 0 0.03515625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 -1 -61 ) ( ( 0.0078125 0 0.00390625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 -1 0 -139.5 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( -1 0 0 -65 ) ( ( 0.0078125 0 0.01171875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 1 0 126 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

}

}

// primitive 5

{

brushDef3

{

( 0 0 1 -191 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0.00390625 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 1 0 -130 ) ( ( 0.0078125 0 15.99609375 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 0 -1 -61 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 15.99609375 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 0 -1 0 -126 ) ( ( 0.0078125 0 0.00390625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( -1 0 0 -73.5 ) ( ( 0.0078125 0 0.015625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

( 1 0 0 65 ) ( ( 0.0078125 0 0.015625 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0

}

}

}

// entity 1

{

"classname" "atdm:ai_townsfolk_beggar_test"

"name" "atdm_ai_townsfolk_beggar_1"

"origin" "-40.5 0.5 0"

"target" "path_corner_1"

}

// entity 2

{

"classname" "path_corner"

"name" "path_corner_1"

"origin" "193 0 -59"

"target" "path_corner_2"

}

// entity 3

{

"classname" "path_corner"

"name" "path_corner_2"

"origin" "-18 -44 -59"

"target" "path_corner_1"

}

// entity 4

{

"classname" "light"

"name" "light_1"

"origin" "97 -3 87"

"light_center" "0 0 0"

"light_radius" "251 198 261.5"

}

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A non content post!

I just wanted to say thanks Amita12 for being awesome and helping out - I tried animating not so long ago, quite a solid attempt I would say, I now fear people that can animate things that look organic and in a reasonable timeframe, its one of those skills I just cant seem to learn :)

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