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Posted

All pain animations start with idle pose, so there are no special 'pain' anims for alerted guards. Also, alerted NPCs play pain animations only when they don't see you. When they do, they just hit you back until the fight is over.

There's also 'pain_torch2' which is almost identical to the first one, so I might also remake that one.

It's only a model...

Posted
Also, alerted NPCs play pain animations only when they don't see you.

 

True, but if you're shooting arrows at them from the dark, they'll play their pain animation when their sword is drawn. I had to change a lot of the pain animations originally to keep AI from shoving their sword through their head when hurt.

 

Btw, just saw the new kneel animation in game, and it looks fantastic! The guard looked like he was actually putting his hand right on the body of his friend while kneeling.

Posted

Yes, I made sure that sword doesn't go inside the body. Torch version is the same animation, only left hand is different.

It's only a model...

Posted

Hm. I wonder if that pain anim could be used as a base for new "blinded" anim?

 

Presently (or actually in the previous version of TDM, haven't examined this since), if AI is blinded they do the following:

walk one or two steps holding hand before their eyes, then stand at stare in idle anim until blindness wears off. Looks very strange when they just calmly idle-stand to wait their vision to return.

 

If this anim was modified so that the AI covers their eyes and rubs them a bit, it might work well.

Clipper

-The mapper's best friend.

Posted

The anims shown in the videos are definetely an improvement, but seems more like the default animation just running faster. I don't want to play the devils advocate, but it still looks pretty unrealistic imho. Like a slow motion step dance thingy.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

  • 11 years later...
Posted

If you ask me the main problem with animations in TDM in general is that they all look mechanical/robotic/wooden/stiff. So tweaking some frames here and there won't make them look drastically better. The full redesign from scratch is needed. And even if it can take 5 or 10 years it is better to replace them all with something based on the actual motion capture.

Just check this site and see how much better it may look if done right:

https://actorcore.reallusion.com/3d-motion/free

  • Like 1
Posted

I uploaded "walk.md5anim" animation with fixed elbow issue mentioned here. I managed to completely fix chain clipping on priest's model:

This character's coat is still slightly clipped.

 

"walk1" for comparison:

There are 8 joints in the skeleton for animation of coats.

  • Like 2

It's only a model...

Posted

@ArcturusNot sure what sort of feedback you’d like, but personally I don’t see an issue with you committing things which amount to animation bug fixes, such as the turning one form the dev thread (which I understand is not a perfect fix) or like the walking one above, to the game.

It’s just nice to have someone working on them frankly. And I think them going into dev builds is the only way we will get any kind of scale testing on them.

  • Like 2
  • Thanks 1

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

It seems like in the turn/rotate animation the body already rotates at the same time the step is being made (I could be wrong). But it might look better if the feet turn first and the body slightly later.

Posted
On 9/30/2025 at 4:29 PM, Arcturus said:

@I.C.H.I. I apologize for my little rant.

I take back what I wrote. Turns out, mocap is easy after all 🤷‍♂️

Animations come from: https://www.rokoko.com/mocap/free-mocap-assets

Retargeted in Blender using this addon: https://github.com/Mwni/blender-animation-retargeting

I took my Blender rig for darkmod NPCs and stripped away all constraints. For this demo I used .fbx from the pack with Mixamo skeleton, and manually set up the bone mappings.

That's brilliant. Hope some of that ends up in the game.

  • Like 1
Posted

Notice that NPCs falling to their death make no sound at all. They not only don't scream, but also make no sound when hit the ground. When player drops a body on the ground there is a sound, so it's weird that when NPCs fall on their own there isn't any.

Finished new "idle_turn_90" left and right animations.

I had to set blending to "0" in tdm_ai_base.script file in section:

void ai_darkmod_base::Legs_Idle()

animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_TurnRight", 0 );

With current blending set to 4 frames it looks like this:

It's still buggy, but I don't know how to improve it further.

Origin bone is driven by code. There is also some code that synchronizes legs and torso. Theoretically you could set different blending for torso and legs but I don't know how.

I can commit those changes and let people test it.

  • Like 4

It's only a model...

Posted

Uploaded to repository. Blender's md5 exporter writes ton of unnecessary data, hence md5.anim files exported from Blender are multiple times heavier than needed. I wonder how that affects animations that are driven by code, like in this case.

  • Like 1

It's only a model...

Posted

Slowest "turn_rate" in tdm_ai_humanoid.def that doesn't break combat seems to be around '135". This is what it looks like with animation that matches the rotation exactly without any workarounds:

Blending set to "4".

  • Like 2

It's only a model...

Posted

We shouldn't turn off animation blending. Without it there's annoying jump from one animation to another. We need more blending, not less.

Let's do a different hack. The problem is that origin bone rotation is driven by code and it finishes rotation in 1/3 of a second. We can't make it significantly slower without messing up AI. My first hack was to simply make character move slower than origin. So the origin would finish rotation, stop and then the character would continue moving for the rest of the animation.

But we can animate the origin bone too. Since we want the origin rotation to be longer, we can counter-animate it. So while the game code rotates it 90 degrees one way, we can apply rotation in the animation file the other way to counter it. So we end up with 90-60=30 degrees movement for 1/3 of the animation. Then when the code stops moving the origin, the animation file can continue rotating it for the remaining 60 degress.

We end up with this stupid looking animation:

In the game however origin now rotates for the whole duration of the animation (1 second).

This is what it looks like with blending set to "0" in

float delta = getTurnDelta();
if ( delta > 10 && hasAnim(ANIMCHANNEL_LEGS, "turn_left"))
{
animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 0 );
}
if ( delta < -10 && hasAnim(ANIMCHANNEL_LEGS, "turn_right"))
{
animState( ANIMCHANNEL_LEGS, "Legs_TurnRight", 0 );
}

Here's with blending set to "4" (current Dark Mod default). There's some jerkiness.

I applied some more tweaking in Blender to mitigate some of that:

image.png.397b8ed475859a475ed33e7ce6111d8b.png

With blending set to "6":

Those values in:

animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft",4

etc., they seem to drive only the "ease in"? I'm a little confused about how they work.

  • Like 4

It's only a model...

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