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Posted

Hi all!

Since ai animations are a bit unnatural and not fluent, been wondering how to got new ones? How it's done novadays - motioncapture?

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

Posted

Go for it, dude. If you can get the equipment, you can do motion capture, but you could also do it by hand (even with a video backdrop), and just get very practiced at it with a lot of work until it looks good. (It is possible to have good-looking hand done animations.) In any event, there's no alternative to just jumping in the deep end and getting experienced. 3DS Max or Maya are the big programs to learn; just pick one. We really need some zombie & wolfman animations too, and are currently understaffed with experienced people to do them (even aside from fixing existing animations).

 

Unless you're just posting to say we should look for some animators to do some work for us. Then we already know that, and at least I've been asking around for people that might know people that could help out. If you want to contribute something, other than learning an animating program yourself, and you have animator friends, or just want to start hitting up forums asking for people, you could ask them if they're keen to help us out. That might be helpful, although we'd need to make sure they do quality work and have a vetting process first.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

Ok, is there any tutorial on darkmod skeletal animation? What one will need for such a task?

How exactly current animations been made? I would like to try

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

Posted

Ok, is there any tutorial on darkmod skeletal animation? What one will need for such a task?

How exactly current animations been made? I would like to try

 

Just a question, have you animated anything before? From your questions, it sounds like you haven't.

Posted

I've done some biped animation in 3ds max long ago

 

Just a question, have you animated anything before? From your questions, it sounds like you haven't.

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

Posted

Hey someTaff, a bunch of new conversation animations would be cool :)

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

Heh, from what I've read, animation takes many months to years of hard work to learn properly. But if you're very motivated, there's no reason you can't start learning to help contribute. Good animations are something we have a persistent need for. I'm not an official word on it, though, that's just my personal feeling.

 

Just go in with the right expectations. Your early animations may not be accepted if they aren't up to the quality standards. There might be other reasons too, if the art director doesn't think they fit the AI even if they're technically ok (he gets the last say about stuff like that). Also, some AI have like 40 animations, so it's a lot of work. But if you really want to learn, it may as well be with our animations than just random stuff.

 

You should search the Dark Mod wiki for tutorials (the link is at the top of the forum page). Also just do a bunch of general google searches for animation tutorials.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

Heh, from what I've read, animation takes many months to years of hard work to learn properly. But if you're very motivated, there's no reason you can't start learning to help contribute. Good animations are something we have a persistent need for. I'm not an official word on it, though, that's just my personal feeling.

 

Just go in with the right expectations. Your early animations may not be accepted if they aren't up to the quality standards. There might be other reasons too, if the art director doesn't think they fit the AI even if they're technically ok (he gets the last say about stuff like that). Also, some AI have like 40 animations, so it's a lot of work. But if you really want to learn, it may as well be with our animations than just random stuff.

 

You should search the Dark Mod wiki for tutorials (the link is at the top of the forum page). Also just do a bunch of general google searches for animation tutorials.

 

ok

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

Posted

It doesn't take years and months ^_^ at least not to make your first achievements. If you got the basics of rigging a character, you just can start with animating it. In modern software like 3ds Max its very easy to get into it. :)

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted (edited)

hey the darkmod wiki section is awesome!

How to see animation list on model?

I see it in script editor editDecl -> ai_base -> edit

 

Check this out http://vimeo.com/17966780

 

Edited by someTaff

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

  • 2 weeks later...
Posted (edited)

I wouldn't worry about rigging unless thats of interest for you, or your trying to get a job. As far as animating, all you need to know to get started is blocking, blocking and blocking, don't worry about any timing what-so-ever until your all blocked in. Google is your friend.

 

That Kinect motion capture video is cool. Would be cool if you could get that going.

Edited by Noisycricket
Posted

Hey Noisycricket, good to see you around.

 

Do you have any time/interest in making some zombie animations in the next while? We're trying to replace the D3 zombie, and while we've got a new mesh rigged to our humanoid skeleton, we could really use some basic zombie animations (walk, attack, etc).

 

Also, you did some great animations for us a while back (like the new combat animations), but we only have the md5mesh versions in models_src. I can't import those into Maya so I haven't been able to convert them for use on the female models (which have to be exported at a slightly smaller scale). Any chance you still have the original Maya files around?

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