Arcturus Posted January 1, 2013 Report Posted January 1, 2013 I continue the work on the animations with the new Blender rig. Walkcycle: http://www.youtube.com/watch?v=nozToZMIFR8&feature=youtu.be It's only 2 frames shorter than current animations, so it's rather similar to walk1.md5anim now. 3 Quote It's only a model...
Arcturus Posted January 1, 2013 Author Report Posted January 1, 2013 For the record, here's a walk.md5anim that I would like to replace: Quote It's only a model...
grayman Posted January 2, 2013 Report Posted January 2, 2013 The new ones look good to me, but I have to admit that I see no difference from the old ones. Quote
Baddcog Posted January 2, 2013 Report Posted January 2, 2013 it is hard to say, a little more shoulder movement in the new? looks good though. Quote Dark is the sway that mows like a harvest
Springheel Posted January 2, 2013 Report Posted January 2, 2013 This version looks pretty good to me, at least from the video. There are only two things that stand out after a few viewings: first, the arms seem maybe just a bit restrained...I feel like they should be swinging just a bit more, but it's hard to say. Secondly, I don't know if you've done anything with the hands yet, but they should be a bit more relaxed and open. 1 Quote 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
Arcturus Posted January 3, 2013 Author Report Posted January 3, 2013 I shortened the stride a little more, by one frame. I want to get rid of that slow motion feel. Arms move slightly more, perhaps still too little? I opened hands a bit more. http://www.youtube.com/watch?v=uYpBcqol9WM&feature=youtu.be The new ones look good to me, but I have to admit that I see no difference from the old ones.Compared to the current walk.md5anim, upper part of the body moves a little more, legs are more straight. If you take a look at 00:12 when idle animation takes control over the upper body, NPCs sway funnily. That's because pelvis bone is animated. I fixed that. Also shorter stride means that less likely NPC will take two steps on stairs which happens sometimes and can look silly.Looking Good there mista!Thanks! 2 Quote It's only a model...
Arcturus Posted January 3, 2013 Author Report Posted January 3, 2013 Now I think that the previous version was better... I'll post new video later. Quote It's only a model...
Arcturus Posted January 3, 2013 Author Report Posted January 3, 2013 Ok, here's a version from first post with more arm movement: Quote It's only a model...
Springheel Posted January 3, 2013 Report Posted January 3, 2013 It's better. I think the arm swings forward far enough. But it still seems a bit restrained when swinging backwards. It looks like the elbow stays bent, rather than the arm straightening out when it swings backwards. I tried to capture the backswing in the screenshot below. Quote 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
SeriousToni Posted January 4, 2013 Report Posted January 4, 2013 Did you try (just as an experiment) to speed the walking animation up a little bit? Maybe this does the slow-motion look go away? I don't know if this is conform with the player walking speed itself. Or maybe smaller steps but more? I don't know, I would experiment some more I guess Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Arcturus Posted January 5, 2013 Author Report Posted January 5, 2013 Since speed of translation (motion) of the character needs to stay the same, the only way is to make shorter steps. I already did that by shortening the animation by two frames: But when I made it only one more frame shorter it started to look wrong. Another update: http://www.youtube.com/watch?v=zwKRvzBSq-Q&feature=youtu.be 1 Quote It's only a model...
Theothesnopp Posted January 5, 2013 Report Posted January 5, 2013 That one imo is perfect, looks relaxed, with a hint of pride. would not fit a beggar or lowerclass commoner. Quote
Springheel Posted January 5, 2013 Report Posted January 5, 2013 This might be the one. The arms look right on now. Quote 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
demagogue Posted January 5, 2013 Report Posted January 5, 2013 The animation is good.When one of the guards was coughing, the transition back to the normal walk cycle skipped (the arm suddenly blinks like 10 inches away)... Actually I noticed it for all the cut-in animations I could see. So the transitions could be cleaned up. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
someTaff Posted January 5, 2013 Report Posted January 5, 2013 (edited) I shortened the stride a little more, by one frame. I want to get rid of that slow motion feel. Arms move slightly more, perhaps still too little? I opened hands a bit more. http://www.youtube.com/watch?v=uYpBcqol9WM&feature=youtu.be Compared to the current walk.md5anim, upper part of the body moves a little more, legs are more straight. If you take a look at 00:12 when idle animation takes control over the upper body, NPCs sway funnily. That's because pelvis bone is animated. I fixed that. Also shorter stride means that less likely NPC will take two steps on stairs which happens sometimes and can look silly.Thanks!they definitely look more relaxed and naturaland then they burst into kungfu grip like this )) Awesome Edited January 5, 2013 by someTaff Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
Sotha Posted January 5, 2013 Report Posted January 5, 2013 Aye! I cannot invent any complaints about the animation. Good work! Quote Clipper-The mapper's best friend.
Bikerdude Posted January 5, 2013 Report Posted January 5, 2013 Since speed of translation (motion) of the character needs to stay the same, the only way is to make shorter steps. I already did that by shortening the animation by two frames:Sorry to be a party pooper but the knee movement to me now looks odd. Its like the knee itself is flinching in/out and the Ai walk..? [update] I just checked the first anim vid and the Ai are doing it there aswell, bah. Quote
Arcturus Posted January 5, 2013 Author Report Posted January 5, 2013 That one imo is perfect, looks relaxed, with a hint of pride. would not fit a beggar or lowerclass commoner.Beggar shares animations with other AI.When one of the guards was coughing, the transition back to the normal walk cycle skipped (the arm suddenly blinks like 10 inches away)... Actually I noticed it for all the cut-in animations I could see. So the transitions could be cleaned up.I don't know if we can change number of transition frames.Ok, I know the decision has been made, but now I look back at video with 34 frames (test 02) and now I'm not sure again if it wasn't actually better. 35 frames: http://www.youtube.com/watch?v=zwKRvzBSq-Q&feature=player_embedded34 frames: http://www.youtube.com/watch?v=uYpBcqol9WM&feature=player_embedded The difference in length of stride is microscopic, but one has to better: If you actually think the test 04 was best. I'll upload it. Quote It's only a model...
Springheel Posted January 5, 2013 Report Posted January 5, 2013 Beggar shares animations with other AI. No, the beggar has a modified set of walk and idle animations. The difference in length of stride is microscopic, but one has to better: I think I'd have to see them side by side to appreciate the difference. Quote 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
SeriousToni Posted January 5, 2013 Report Posted January 5, 2013 Wow your new animation looks cool! Fits great for pride people Maybe something less cool for beggars? Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Arcturus Posted January 5, 2013 Author Report Posted January 5, 2013 No, the beggar has a modified set of walk and idle animations.Ok, you're right. Now that's a slow motion.I think I'd have to see them side by side to appreciate the difference.I made a video, but there's practically no difference:http://www.youtube.com/watch?v=ealpabt1BuQ&feature=youtu.be I'll just upload the latest version.EDIT: uploaded. 1 Quote It's only a model...
RPGista Posted January 6, 2013 Report Posted January 6, 2013 I quite like the animation, the characters look relaxed and natural. Impressive work. Quote
Arcturus Posted January 7, 2013 Author Report Posted January 7, 2013 Thanks. I would like to replace other walk animations that are derived of the old walk. Walk_torch: current: new: http://www.youtube.com/watch?v=YgWGX3rxs2Q&feature=youtu.be Quote It's only a model...
Springheel Posted January 7, 2013 Report Posted January 7, 2013 I think it looks fine, although the hand seems a little more relaxed than the original version, which seems to be gripping the torch tighter. I think I prefer the grip of the original. Quote 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
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.