Jump to content
The Dark Mod Forums

3DS Max Friendly version of the Open Motion Capture Library!


nbohr1more

Recommended Posts

I think the old animation has some sort of "sailor walk", where he is bobbing up and down. The new one is better in this regard, but it looks like he is "clicking" is left knee. Not sure how to describe that.

 

But I am not an animator nor versed in human anatomy, so my opinion is worth next to nothing :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

I'm waiting for more opinions.

 

I agree with the others that it looks a bit robotic, and can point to at least a few specifics:

 

1. The step length appears rather short.

 

2. The hands are held like claws.

 

3. The arms bend more at the elbow than the shoulder.

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

Link to comment
Share on other sites

As for the first point, see my post above. Unless, it doesn't matter if the speed matches exactly our current one. If I make steps longer I would have to slow down the movement to match the current speed and then it would look as bad as it looks now. Current animation has long steps but very slow pace. It's just unrealistic. The other two points can be easily fixed.

It's only a model...

Link to comment
Share on other sites

I actually liked the new one, it just felt more like a person to me. Not sure why everyone else thinks it looks robotic, I personally fine the current one more robotic than the new one. The new one does need a few tweaks, but in terms of natural fluidity, it feels more human to me....as it should, considering it's mo-cap.

Link to comment
Share on other sites

Taken on whole, it does look more natural.

 

(Especially from behind in the darkness, the gameplay video sells it well.)

 

I think the problem is the arm motion and the hands in particular.

 

The arm motion is more pronounced so you can see how clockwork the motion is

you'll need a little randomization to those swings.

 

The hands do not become loose as they dangle at the bottom of the swing the way they

would naturally unless the person was agitated (then they'd have fists clenched).

 

The walk looks a little more braggadocio, the inventor and nobles might do well to keep

the old walk as they aren't tough guys...

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

Unless, it doesn't matter if the speed matches exactly our current one.

 

The speed has to stay the same for gameplay purposes.

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

Link to comment
Share on other sites

Looks much better.

 

One thing that's still a little off is that the arms swing at the same rate when the AI turn to look

at something. Usually, (I believe) they'd stop or slowdown one arm during those actions.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

I understand the "more fluidity" argument, but i still think theres something unbalanced by the way they walk, specially when seen from the sides. They appear to be sitting on the air, both the legs and arms go a lot more foward than backwards in their cycles, and overall the mocap seems to have been taken from someone trying to be very stiff - the original one seems to make the characters slightly more focused, and they seem to have heavier grip to the floor, imo.

 

It is really nice seeing those making their way to TDM though, this is fantastic.

Edited by RPGista
Link to comment
Share on other sites

I agree with RPGista.

 

They still seem like they're intentionally trying to take small steps and trying to keep their arms at their sides, like they're walking on something slippery. There definitely is a fluidity to the animation since it's mocap, but the actual walk itself doesn't seem natural. It's like someone told the actor, "ok, walk forward three steps so we can record it" rather than seeming like a natural walk.

 

Compare the length of the stride and the way the arms swing in this video:

 

http://www.youtube.com/watch?v=vq9A5FD8G5w

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

Link to comment
Share on other sites

Bad example. The guy walks two times faster than characters in Darkmod.

 

http://www.youtube.com/watch?v=GBkJY86tZRE&feature=relmfu

 

http://www.youtube.com/watch?v=_gH2JwOhGT0&feature=youtu.be

 

Notice how currently NPC is in half squat the whole cycle, when it should straighten legs while in the "high point".

 

Step in new animation isn't that much shorter than in the current one:

 

post-2001-0-68987300-1337110168_thumb.jpg

 

Edit: The guy on the photo should be smaller.

  • Like 1

It's only a model...

Link to comment
Share on other sites

Compare the length of the stride and the way the arms swing in this video:

 

Even at proper speed, if I caught anybody walking like that in an FM, I would drop everything I was doing and go completely out of my way to drop him with a blackjack.

Link to comment
Share on other sites

Notice how currently NPC is in half squat the whole cycle, when it should straighten legs while in the "high point".

 

Can you post a similar side-view of your walk cycle for comparison? That would make it a lot easier to see what the issues are.

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

Link to comment
Share on other sites

I think it looks better and more natural in a way.

 

But. I have one question. Is that walk-cycle symmetric or is it different on both sides? I think I see one arm move differently from the other one.

Variation is definitely a good thing, but are all NPCs able to have the same gait without it looking weird, when it's as unique as it is?

 

For a general purpose walk it should, in my opinion, be as generic as possible. It shouldn't have any real standouts in character.

 

But of course, if it is symmetric and I'm just crazy then please ignore me.

Edited by GameDevGoro
Link to comment
Share on other sites

Thanks.

One thing that's still a little off is that the arms swing at the same rate when the AI turn to look

at something. Usually, (I believe) they'd stop or slowdown one arm during those actions.

No, I don't think so. Arms are affected when idle animations take control over the torso.

Is that walk-cycle symmetric or is it different on both sides? I think I see one arm move differently from the other one.

Variation is definitely a good thing, but are all NPCs able to have the same gait without it looking weird, when it's as unique as it is?

If you're not sure, than it can't be that bad :) It's not that noticeable in game. I can't copy mirrored keyframes from one bone to another because imported md5.mesh is not symmetrical.

I'll try to improve it further.

It's only a model...

Link to comment
Share on other sites

I've spotted a few things from the video:

 

-- around frame 24, the body jerks a bit to the right.

 

-- from the front, the body is leaning much more to the right than to the left. You can see in the image below, the furthest it leans left is just left of center--the body and head are almost straight. When it leans right, it's much further past the center line.

post-9-0-95225500-1337200406.jpg

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

Link to comment
Share on other sites

I think I see one arm move differently from the other one.

 

 

This is correct. I watched it a bit more and there's an asymmetry in the swinging of the arms. The image below shows each arm at its furthest back in the cycle. You can see that the right arm swings back further than the left (even though the right shoulder actually stays further forward than the left, making the difference even more noticable). Couple this with the leaning to the right and that might be a big factor in it looking a bit off.

 

I've been watching the feet as well, trying to figure out what it is that makes them look like they're walking too carefully. I have a hunch it might be that their heels stay on the floor for too long before lifting up for a new step, but I can't be sure yet.

post-9-0-37380400-1337370655.jpg

TDM Missions:   A Score to Settle  *  A Reputation to Uphold  *  A New Job  *  A Matter of Hours

Video Series:   Springheel's Modules  *  Speedbuild Challenge  *  New Mappers Workshop  *  Building Traps

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 4 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
×
×
  • Create New...