[WIPz] Animated Morrowind

Post » Fri May 27, 2011 4:33 pm

That looks awesome! I don't know much about how morrowind does the animations, but would it be possible to make that his idle, and a different one (maybe him looking up at you) for his greeting? Or does that complicate it too much?

Nice work :goodjob:
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Chris Jones
 
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Post » Fri May 27, 2011 1:55 am

so how many custum animations can you attach to npcs?
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jessica robson
 
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Post » Fri May 27, 2011 5:24 am

Awesome animation! Sure useful for some places.
If Im allowed to make a suggestion, the one animation I think Morrowind needs is something to look like a wounded/ill person. You know, lying down with hands crossed on the chest, with slow breath and something, or lying on a side, holding own sides like in pain. Because, there are many mods it could be included in, many mods could use "wounded" animations. And there nothing like that everywhere in animation resources.
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Connor Wing
 
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Post » Fri May 27, 2011 12:59 pm

Animations based on disposition would indeed be great.

Beggars are another stellar achievement.

Fishing would be great. Mining too. Drinking and eating in taverns obviously. There is already a mod that makes some NPCs sit in taverns: it's called The regulars.

The writing animation is already here. It's great. Then we can have reading. Praying in the temples. I would start with these ones.

Children of Morrowind is another great mod for animations.
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Romy Welsch
 
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Post » Fri May 27, 2011 2:39 pm

so how many custum animations can you attach to npcs?


9 idle animations.
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Tamara Dost
 
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Post » Fri May 27, 2011 8:28 am

I just created a pretty good sneezing animation any advice on getting NPC's to use it.

Bumping what I said cause I don't think anyone seen it.
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Catherine Harte
 
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Post » Fri May 27, 2011 2:26 pm

Is there any chance of us seeing improved walking and running animations by any chance? I like the idea of this mod by the way.
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Monika Fiolek
 
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Post » Fri May 27, 2011 12:56 pm

Is there any chance of us seeing improved walking and running animations by any chance? I like the idea of this mod by the way.

Dirnae was working on a improved walking animation.
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Red Bevinz
 
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Post » Fri May 27, 2011 1:55 pm

That video was really good. There is a mod called Oblivion style spellcasting. Would it be possible to make it aminated?
The mod gives you the option to press C for cast, but their is no amination you just stand their. This would be a really good mod with new amination :)

mmm.... I saw it uses MWSE that is an unknown world for me, but I suppose it cannot be made


I always think the possible but extreme ends. It is unfair to ask all that much, but if he looks up for one second and says "Ah, yes", then go on writing, that will fit a couldn't-care-less-bureaucrat. I think, my character deserves a one second attention span.

I think small additions but lots of'em will give at least a head start and idea, so a second wave can be done, adding extra details. People doing farm work, caring silt striders(How you take care of a silt strider, wash like a car!)...


PS. I saw a daggerfall video today for the first time(I had absolutely no idea! It looks so much like morrowind... I thought it was 2D before. True 3D open environments, day-night cycles, changing weathers, big towns... In 1996, how on earth, I've never stumble upon that game?),and noticed you can climb walls, drive horses. And spell animations are better than Morrowind. More like Bioshock, with spell effects can be seen in the arms. I can't think I can ever play Daggerfall, I heard it is very *rare*. Those things need animations and I agree on people who think it is a step back. Morrowind should take all the good stuff, from oblivion, fallout and daggerfall.

PPS. "Let's start from the beginning:"
In seyda Neen, first think I noticed, lot's of people just standing. Benches and people can sit. Somebody must feed the fire at the lighthouse. In Balmora some constructions can be going on. Like a half way house with actual workers, pushing, carrying, nailing. Or we can stumble upon a festival or a bazaar with actual buyers. There could be a bazaar day(Tuesday), where npcs become customer and cycle through open tables.

That looks awesome! I don't know much about how morrowind does the animations, but would it be possible to make that his idle, and a different one (maybe him looking up at you) for his greeting? Or does that complicate it too much?

Nice work :goodjob:

to make him react this way, it should be scripted. At the moment I am trying to do all through aniamtion. Also the sound of teh quill you hear, is not scripted, but called in the animation file





Awesome animation! Sure useful for some places.
If Im allowed to make a suggestion, the one animation I think Morrowind needs is something to look like a wounded/ill person. You know, lying down with hands crossed on the chest, with slow breath and something, or lying on a side, holding own sides like in pain. Because, there are many mods it could be included in, many mods could use "wounded" animations. And there nothing like that everywhere in animation resources.

it would be possible to make an idle for wounded Npcs, but it'll need a script on the Npc to call this aniamation and it will not be plaied when then the Npc starts another action (walks, fight etc...)



Animations based on disposition would indeed be great.

Beggars are another stellar achievement.

Fishing would be great. Mining too. Drinking and eating in taverns obviously. There is already a mod that makes some NPCs sit in taverns: it's called The regulars.

The writing animation is already here. It's great. Then we can have reading. Praying in the temples. I would start with these ones.

Children of Morrowind is another great mod for animations.


Praying in the temples is something I didn't think of, and I think it is a good. Mining is a good suggestion to... in MW there are a lot of miners that don't mine. The easiest way to achieve it, would be to make creatures that look like rocks, and script the Npcs so that attack them... but it can be made also simply giving them a new animation with a bit of scripting work so that they turn again to the rock after they have, for example, talked to the PC. Even drinking and eating are needed things


I just created a pretty good sneezing animation any advice on getting NPC's to use it.


does it use only the head?
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George PUluse
 
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Post » Fri May 27, 2011 4:35 am

does it use only the head?

No it's just the body. It goes like this: the hand starts to come up slowly, the body leans back, the hand comes up to nose then sneezes, the body goes back straight, and then the hand comes up and wipes nose. It's hard to explain (yeah my explanation svcked) so I'll see about making a video of it playing in nifskope or blender.
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Hayley Bristow
 
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Post » Fri May 27, 2011 3:30 pm

perhaps the classes could get their own animation sets. like nobles would look down upon people, hold their noses, look at thier rings, etc.

commoners would sweep, assassins twirl a dagger, thieves flipping a coin, bards playing a lute, warriors flexing, alchemists examining a potion, etc
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rolanda h
 
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Post » Fri May 27, 2011 2:43 am

Praying in the temples is something I didn't think of, and I think it is a good. Mining is a good suggestion to... in MW there are a lot of miners that don't mine. The easiest way to achieve it, would be to make creatures that look like rocks, and script the Npcs so that attack them... but it can be made also simply giving them a new animation with a bit of scripting work so that they turn again to the rock after they have, for example, talked to the PC. Even drinking and eating are needed things

I would love to see an NPC yelling at a rock while they bash it.
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Roy Harris
 
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Post » Fri May 27, 2011 2:19 am

perhaps the classes could get their own animation sets. like nobles would look down upon people, hold their noses, look at thier rings, etc.

commoners would sweep, assassins twirl a dagger, thieves flipping a coin, bards playing a lute, warriors flexing, alchemists examining a potion, etc

GREAT idea.
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Sheila Esmailka
 
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Post » Fri May 27, 2011 5:20 am

Sounds like what I tried to do, only way better. I've got enough 1/3 to 1/2 finished WIPz anyway, so I'll leave it at that I'm eagerly awaiting this release :D
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Stacyia
 
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Post » Fri May 27, 2011 9:06 am

This all looks great. Just to let you know, fishing is already done - Qarl did it ages ago, just didnt release it as part of his big pack. I think it was part of the underground? I can send it you if you like.
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Evaa
 
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Post » Fri May 27, 2011 9:54 am

Antares, you are God.
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Stryke Force
 
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Post » Fri May 27, 2011 9:35 am

That was great.
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Chase McAbee
 
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Post » Fri May 27, 2011 12:51 am

Here's a http://www.youtube.com/watch?v=e7MnB-bqQJ8 of the sneezing animation in nifskope. Don't mind the watermark in the middle it's from a retarded unregistered program I used to convert the avi codec to mpeg2.
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J.P loves
 
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Post » Fri May 27, 2011 4:06 am

The video in the opening post looks great. Anything that makes the NPC's looks a bit more human, rather than people who are scared to move off the spot, will be welcomed

I look forward to seeing more as this project develops. Awesome!!
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Amie Mccubbing
 
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Post » Fri May 27, 2011 3:47 am

Here's a http://www.youtube.com/watch?v=e7MnB-bqQJ8 of the sneezing animation in nifskope. Don't mind the watermark in the middle it's from a retarded unregistered program I used to convert the avi codec to mpeg2.



wow! That is great!

I suppose you have also the xAnimation.kf file, right?

Make sure in the xANiamtion.Kf file there the idle start and stop

Then use a xNimation.Nif file, for example the one from the dancing girl aniamtion and rename it xMyAnimationName.Nif.

Copy all the 3 files somewhere in the Mesh folder. load the Construction set and use the Add Aniamtion File of a Npc to add the aniamtion
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Cartoon
 
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Post » Fri May 27, 2011 7:03 am

This is the next aniamtion I am working on.

It needs to be modified, but it gives you the idea.

Edit: video deleted. See new video below
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Jesus Duran
 
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Post » Fri May 27, 2011 6:14 am

I like it! I would just make sure the hands are grasping the broom the whole time. If you were to make the animation stop upon greeting, could the broom still be held like a broom is usually held when not sweeping?
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MatthewJontully
 
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Post » Fri May 27, 2011 1:02 am

snip

Ah that's great! Fits really well, now you gotta make her like the grumpy old lady in Ultima 9, "look what you just did, you.. you just kicked and spread it all over!". :P
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Spencey!
 
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Post » Fri May 27, 2011 11:56 am

Arcimaestro Anteres can you take a look at the files cause I think the animation plays ingame, but it does it extremely fast to where it's barely noticeable it even played.
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Dorian Cozens
 
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Post » Fri May 27, 2011 7:44 am

Great idea and nice animations!!!
I was always puzzled why slaves in mines were not working but simply hanging around.

However, MW has several hardcoded limitations in it's animation control system/scripting that are not resolved so far by any extensions like MWSE. For instance:

1. Only idle sequences (btw, only seven, not nine, are working as expected) can be controlled via AIWander function for NPCs (there is no way for direct scripting control of PC animations). PlayGroup and LoopGroup function calls are producing not reliable results.

2. There is no problem with looped animations like on the video but there is no reasonable to my knowledge generic solution for the requested here in several response posts transition animations. MW game engine often "forces" NPC to display "Idle" sequence between any other sequences; "Loop Start/Stop" text keys are simply ignored. What sounds simple ("stand up, pick a book from a shelf") might require heavy complex scripting in a specified game scene (NPC should "know" where shelf is etc.).

3. Game engine always rotates NPC's head in the direction of the nearest actor (creature, other NPC, player) and that usually "corrupts" the displayed animation.

4. Game collision detection system can be a serious obstacle in certain cases e.g. sitting animations. Fortunately, this can be resolved by modifying collision structures of particular sits meshes or within animation themselves (repositioning of root bones and "Bounding Box").

5. Game engine "knows" how to animate only the upper body e.g. torch animations.

Anyhow, IMHO such animations (actually animated poses) for carefully selected NPCs could definitely make the game more realistic. BTW, in two-handed weapon animations (broom) weapon bone is also animated.
Please continue working.

Good luck!

:)
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Jacob Phillips
 
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