Domarius Posted March 11, 2008 Report Share Posted March 11, 2008 http://208.49.149.118/TheDarkmod/movies/Do...s/WarmHands.avi I uploaded this one, it's in the game, ready for you programmers to do your thing. BTW Thanks squill for the tip about the cut down def file trick, that helped speed things up a bit. Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
greebo Posted March 11, 2008 Report Share Posted March 11, 2008 Thanks, I'll look into that in the evening. Quote Link to comment Share on other sites More sharing options...
SneaksieDave Posted March 11, 2008 Report Share Posted March 11, 2008 Looks very natural! My only pause for concern would be the bend-over. That's appropriate for floor-based/low lying heat sources. But if it's a tall walk in fireplace, or a high barrel or even just a burning wall (whatever, you get the idea), it would look odd. No reason that standing up straight can't apply for all cases (low, medium, high). Anyway just a suggestion. Quote Link to comment Share on other sites More sharing options...
Domarius Posted March 11, 2008 Author Report Share Posted March 11, 2008 Yeah I figured it could look like he's leaning towards it... well what does everyone else think? It would be trivial for me to change it to standing up and angling the hands forwards if I have to. Thanks to Motion Builder I can do it on a new layer without changing the existing key frames. Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
greebo Posted March 11, 2008 Report Share Posted March 11, 2008 I can't see the video here on my work machine, unfortunately, so I can't comment on it right now. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 11, 2008 Report Share Posted March 11, 2008 I think some leaning forward is fine, but I'd cut what's currently there in half, and perhaps angle the hands up just a tad (this animation would also be used while sitting). The rest of the movement looks pretty good, though I'm wondering how the fingers look when rubbing together, as they don't appear to move. I suppose some minor clipping is ok. 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 Link to comment Share on other sites More sharing options...
Domarius Posted March 11, 2008 Author Report Share Posted March 11, 2008 Re: "cut in half" - So you mean you want him to stop after he holds his hands up? Angling the hands, no problems. I'll try animating the fingers during the rub too. Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
squill Posted March 11, 2008 Report Share Posted March 11, 2008 hey looks cool. Animating the fingers would add some more just a bit of opening and closing would do. i see a small pop in his right knee when he's bending over. You could lower his hip a bit more when he's bending. Also his head is not moving. Before he's bending over you could first make him look down to the "imaginary" fire. Now his head is just going straight forward with the torso. I was also thinking about a guard blowing in his hand to warmup. Quote Link to comment Share on other sites More sharing options...
SneaksieDave Posted March 11, 2008 Report Share Posted March 11, 2008 Just thought of what I was trying to indicate: he could also be warming hands on a torch on the wall. That is all. Quote Link to comment Share on other sites More sharing options...
Domarius Posted March 11, 2008 Author Report Share Posted March 11, 2008 hey looks cool. Animating the fingers would add some more just a bit of opening and closing would do. i see a small pop in his right knee when he's bending over. You could lower his hip a bit more when he's bending. Also his head is not moving. Before he's bending over you could first make him look down to the "imaginary" fire. Now his head is just going straight forward with the torso.Thanks, I'll try those. I liked the pop, I thought it made it look less stiff but if it's not selling it then I'll get rid of it.I was also thinking about a guard blowing in his hand to warmup.Well that's an idle animation, I've already got reference footage for that too, but this one is for the milestone, to react to fireplace stims. Just thought of what I was trying to indicate: he could also be warming hands on a torch on the wall. Hopefully angling the hands up will help with that. I personally think the leaning helps it be more generic to low and high things actually, cause with high things they could be leaning towards it, whereas if he's standing up straight, there's no explanation for why he's not bending down to low things. Let's see it in action. Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
sparhawk Posted March 11, 2008 Report Share Posted March 11, 2008 Looks very good. I don't know about the bend. Don't think it's to much, because for a lower heat source, I would expect even a stronger bend. As this looks to me, it would be pretty good for ovens or fireplaces as well. Or did you already update the link with a new animation? A warmup with blowing in the hands, where no heatsource is available makes sense. After all, many gaurds will not be placed nearby one. Quote Gerhard Link to comment Share on other sites More sharing options...
Springheel Posted March 11, 2008 Report Share Posted March 11, 2008 Re: "cut in half" - So you mean you want him to stop after he holds his hands up? No, I mean have him lean forward about half as much as he does 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 Link to comment Share on other sites More sharing options...
Domarius Posted March 11, 2008 Author Report Share Posted March 11, 2008 Oh right - glad we cleared that up early then Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
jdude Posted March 12, 2008 Report Share Posted March 12, 2008 Is it possible to make him glance at the player every once and a while? I think that would make him feel less like a prop, but great stuff I cannot wait to impliment him Quote Link to comment Share on other sites More sharing options...
Domarius Posted March 12, 2008 Author Report Share Posted March 12, 2008 Well this is the animation forum, I think you want the coding forum. AI heads already dynamically look around during the game, and can turn to look at you if they hear something. Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
Domarius Posted March 12, 2008 Author Report Share Posted March 12, 2008 Spring, I updated the vid - he's leaning about half as much, the hands are angled up a bit, and I tried animating the fingers. I think the fingers are better than before but not nearly as good as I'd like. Unfortunately they are extremely difficult to control - there are 3 bones - thumb, pointer finger, and mitten fingers, and moving any one of them might randomly affect the others, over several keyframes - it's as if some of the finger verticies share weighting between more than one bone or something. This is as good as I could get it. Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
greebo Posted March 12, 2008 Report Share Posted March 12, 2008 Just for the records, I couldn't implement that animation yesterday because SVN was unreachable for me, but I will try it this evening. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 12, 2008 Report Share Posted March 12, 2008 I think it looks quite good 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 Link to comment Share on other sites More sharing options...
greebo Posted March 12, 2008 Report Share Posted March 12, 2008 I added the script and def lines for this anim, it's in-game now. The idle animation set is growing and growing, this is good to see. Btw, I renamed the warm_hands.md5anim to idle_warm_hands.md5anim, as it is an idle animation and should fit the naming scheme. Quote Link to comment Share on other sites More sharing options...
SneaksieDave Posted March 12, 2008 Report Share Posted March 12, 2008 This brings to mind a couple of questions (possibly mentioned elsewhere that I didn't see): 1. Can the mapper have any control from the editor (properties on an AI) as to which animations are included for an AI (or I guess any entity)? In TDS/UnrealEd, you could use the UI to add or remove anims to a given AI (or new class). I recall using that to remove yawning from all of the AI for my stuff. This would of course be kickass. 2. Also, would we have to link a fire stim to playing this warm hands anim, or will that be handled by code yet to come? This one I could go either way on. It'd be nice to have such an ability, but it's also nice if it's just handled and mappers don't have to worry about it. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 12, 2008 Report Share Posted March 12, 2008 idle_warm_hands.md5anim, as it is an idle animation Hmm, aren't idle* animations called at random while the AI is in an idle state? This one shouldn't be called randomly, as it wouldn't make much sense unless there was an actual heat source. It would have to be called specifically, with a path_animation or stim/response or something. 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 Link to comment Share on other sites More sharing options...
greebo Posted March 12, 2008 Report Share Posted March 12, 2008 1. Can the mapper have any control from the editor (properties on an AI) as to which animations are included for an AI (or I guess any entity)? In TDS/UnrealEd, you could use the UI to add or remove anims to a given AI (or new class). I recall using that to remove yawning from all of the AI for my stuff. This would of course be kickass.The idle animations can be overridden by the mapper, just set the "idle_animations", "idle_animations_torso" and "idle_animations_interval" spawnargs. 2. Also, would we have to link a fire stim to playing this warm hands anim, or will that be handled by code yet to come? This one I could go either way on. It'd be nice to have such an ability, but it's also nice if it's just handled and mappers don't have to worry about it.This would be handled very specifically. I guess it boils down to what Springheel says below. Hmm, aren't idle* animations called at random while the AI is in an idle state? This one shouldn't be called randomly, as it wouldn't make much sense unless there was an actual heat source. It would have to be called specifically, with a path_animation or stim/response or something.Yes, I haven't spend much thought about that, I must admit. Currently, it's called at random, but I agree that it doesn't make much sense. A path_animation is one solution, of course, but I'm not sure how much work the S/R setup would be. We could setup a separate idle state in the SDK for that, but I will only do this if the team agrees that we need this for the next release. Anyway, I'll remove the anim from the idle_animations set again. edit: done, I also renamed it back to warm_hands.md5anim. Quote Link to comment Share on other sites More sharing options...
SneaksieDave Posted March 12, 2008 Report Share Posted March 12, 2008 Excellent! Didn't know we could override anims (I assume we can put "0" or something for none), and didn't think of path_animation. Very good. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 12, 2008 Report Share Posted March 12, 2008 A path_animation is one solution, of course, but I'm not sure how much work the S/R setup would be. We could setup a separate idle state in the SDK for that, but I will only do this if the team agrees that we need this for the next release. I don't think we need to do this for the next release. The only way we want to use the animation is to have one seated AI use it (the one sitting in front of a fire). Of course, for that individual AI it *would* work as a random idle animation. We could always use the animation swapping system to replace one of the other less appropriate idle animations, however (I doubt a homeless beggar would brush off their arm, frex). The rest we can leave until after the release. 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 Link to comment Share on other sites More sharing options...
greebo Posted March 12, 2008 Report Share Posted March 12, 2008 No problem, I'll deal with the situation in the release map when it crops up. It's always easier to work on a specific example to come up with a practical solution. Quote Link to comment Share on other sites More sharing options...
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