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Arcturus

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Good news and bad news. The good news is that I made AF. It needs tweaking but it works. Files are uploaded so you can check it out.

 

post-2001-127100794896_thumb.jpg

 

Bad news is there's still something wrong with the skeleton. Neck from joint neck4 is shifted:

 

post-2001-127100790904_thumb.jpg

 

Ears are all wrong:

 

post-2001-127100786808_thumb.jpg

 

All animations besides af_pose need to be redone:

 

post-2001-127100813436_thumb.jpg

It's only a model...

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Sorry I can't be of any help. My rigging knowledge is pretty basic and I know nothing about Blender.

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

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That distored horse reminds me on a zombie horse :D

"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

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It was an issue with joints' axis. Skeleton is fixed now although I'm not sure I fully understand the problem. I had to change head and ears bones' rotation. But I'm not sure why. Maybe bones that are parented but not connected to their parent in Blender need to have axis parallel to world axis... :blink: . Files are updated. I did some tweaking to AF, but there are things like friction and density that I didn't touch yet. Rug mesh needs to be improved - horse clips through.

 

Testing ragdoll is fun:

post-2001-127111186417_thumb.jpg

It's only a model...

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It was an issue with joints' axis. Skeleton is fixed now although I'm not sure I fully understand the problem. I had to change head and ears bones' rotation. But I'm not sure why. Maybe bones that are parented but not connected to their parent in Blender need to have axis parallel to world axis... :blink: . Files are updated. I did some tweaking to AF, but there are things like friction and density that I didn't touch yet. Rug mesh needs to be improved - horse clips through.

 

Testing ragdoll is fun:

post-2001-127111186417_thumb.jpg

 

OMG, Its the "Dying Horse", by Mikhail "Garett" Fokine :D

 

Edit: I guess later the player will not be able to shoulder a horse, nor move it? (I probably wouldn't be able to move even a horse leg..)

"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

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You should try it yourself :) Open mod in window mode, load some map, type in console editafs, check "drag entity", spawn from list any character or monster from TDM or Doom and you can throw them all over the place :) I've been testing demon_pink from Doom for comparison. Despite it's lower mass it feels to be a little heavier than horse. Horse also still shakes a bit when settling. Perhaps there's too much collision boxes for the neck. Two or three perhaps will be enough.

 

EDIT: Possibly you can drag entities even without af editor open by typing in console: g_dragentity 1 (?)

It's only a model...

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I updated idle animation and after exportng to MD5 there was the same goddamn twitching I noticed when I was making animations for guards. Because the neck was skewed in AF I had to rotate the neck bone so that its 'z' axis is facing up. But I did that manually and that makes some small innacuracy - hence the twitching. The thing is, when one starts to make rig in Blender it's important that bones are never rotated around their own axis. I didn't know that untill I ran the AF editor because all animtions worked untill then. The problem is that once a bone is rotated in few directions it's sometimes impossible to automatically clear the rotation. And fixing manually is inaccurate and leads to strange shaking after exporting to MD5.

 

post-2001-127119840296_thumb.png

 

post-2001-127119842755_thumb.png

 

So if my theory is right I have to replace bones that cause problem with similar bones only not rotated.

It's only a model...

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I updated idle animation and after exportng to MD5 there was the same goddamn twitching I noticed when I was making animations for guards. Because the neck was skewed in AF I had to rotate the neck bone so that its 'z' axis is facing up. But I did that manually and that makes some small innacuracy - hence the twitching. The thing is, when one starts to make rig in Blender it's important that bones are never rotated around their own axis. I didn't know that untill I ran the AF editor because all animtions worked untill then. The problem is that once a bone is rotated in few directions it's sometimes impossible to automatically clear the rotation. And fixing manually is inaccurate and leads to strange shaking after exporting to MD5.

 

post-2001-127119840296_thumb.png

 

post-2001-127119842755_thumb.png

 

So if my theory is right I have replace bones that cause problem with similar bones only not rotated.

 

Hm, you work now for how many years on your "simple" horse, and you expct other people to pick animation up beause it is "easy"? :D

 

Anyway, grats to see your progress, hopefully we can sometime finish the horse and release it.

"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

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Hm, you work now for how many years on your "simple" horse, and you expct other people to pick animation up beause it is "easy"? :D

 

I never said that :)

 

I started it long time ago but I had long breaks too. I did some other models in the meantime, I've been working on my map and sometimes for a moth or two I didn't do anything for TDM. And with knowledge I have now I would do it much faster and better.

It's only a model...

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So if my theory is right I have to replace bones that cause problem with similar bones only not rotated.

My theory wasn't right. It has something to do with bones' axis but I can only guess. The exporter is just faulty. Anyway I've set up rig in Blender so that animations are exporting correctly. Unfortunately neck bone's z axis has to be slightly off. So when in ragdoll mode visible neck will be slightly skewed from the vertical axis while collision boxes will not. But it's very small difference, practically unnoticeable.

I added 4 new bones: 2 for rug on the sides and 2 for stirrups. 

 

I uploaded only one updated idle animation for now. Newest Blender file is in my folder on models' repository. 

 

 

It's only a model...

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Don't we have some "horse droppings" model? I am thinking we could make an animation which drops such a model. (I'll take care of the coding side - coredumps are my speciality :) Joking aside, what do you say, could you make it lift it's tail?

"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

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Would it soften footfalls like moss? :) I could make a model and animation. I don't know if we can take animation of tail only and blend it with existing idle animations. I gues we could make one idle_dump animation :) There would a problem of spawning it in one place forever so it would have to be destroyed after some time. I like the idea, don't know if others do.

It's only a model...

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Would it soften footfalls like moss? :)

 

LOL, nice idea! :ph34r:

 

I could make a model and animation. I don't know if we can take animation of tail only and blend it with existing idle animations. I gues we could make one idle_dump animation :)

 

Yes please :)

 

There would a problem of spawning it in one place forever so it would have to be destroyed after some time. I like the idea, don't know if others do.

 

I already took care of the removal, see this thread:

 

http://forums.thedarkmod.com/topic/10924-new-active-prop-playing-cards/page__view__findpost__p__215020

 

:)

"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

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How many joints does the tail have? It will look pretty silly if the tail goes up like a lever. Though I think it's likely to look silly regardless....

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

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I'll fix existing animations and then think about that. I uploaded walk anim.

 

Sure, existing animations have priority.

"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

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