New Walking Animations..

Post » Fri May 27, 2011 11:14 am

wow dirnae I watched the video and it looks fantastic! :clap:
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Saul C
 
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Post » Fri May 27, 2011 1:09 pm

thanks
though i might redo the walk from scratch, it wouldn't be hard now i've already done it once, and would make improving it easier. However i guess i could make that animation in the video even more roboty and apply it to those centurion scouts from TR(?) :lol:

btw Demon Xen, is it strange that when i see your sig all i can think of is the blue pyramid shaped bones from max? i need to take a break for a while me thinks :wacko:
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I love YOu
 
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Post » Fri May 27, 2011 8:01 am

Character animator here.

I always teased myself with the idea of working on a TES Mod and it sounds like an animation replacer mod would be the perfect thing for me to work on. There is one problem, though... I'm not a modder. If someone would export these animations ready for me to open them in 3D studio max, I'll gladly take a look. I'm even willing to do male/female variants and also for different races.

Considering I'd rather do all the animations from scratch, all I really need (bare minimum) is the skeleton they use for their animations and possibly the body mesh for reference.
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Yama Pi
 
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Post » Fri May 27, 2011 12:19 pm

If you could rerecord it at day time that would be great! From what I saw it looked a lot more fluid and natural.
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Charlotte Henderson
 
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Post » Fri May 27, 2011 3:29 am

This seems like a dream.New animations. :shocking:
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Scott
 
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Post » Thu May 26, 2011 11:21 pm

Axel Posted biped skeletons on page 3 Networm, can't wait to see what you create!
(i'm scared you'll create awesome walking animations though and all of this will have been for nothing :blink:) you should probably get nifskope if you haven't already, and have a look round some of the exporter tutorials, or you could send the animations to me when you do them and i'll setup the notes and export them for you ^_^

i think people wanted animations creating mostly for sneaking, walking, running, and possibly attacks, maybe we should work together to get this done faster? you seem more experienced in creating animations, so maybe you can give me a few tips there, and i'm experienced with getting them in game, so it would be to both our advantages :D

btw, how long does it take you to animate something? sounds like a lot of work to do all the animations, am i just slow or something? I was gonna do animations for humans and maybe beasts, but i was deeply considering ignoring doing different race animations (except maybe running and walking), that would take at least two years at my rate

btw blake, i will release the next one on rapidshare, at day, probably in high detail, i can't rerecord that one as i have started editing the animations already
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Cameron Wood
 
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Post » Fri May 27, 2011 8:07 am

It depends, basic walk/run cycles take 20mins or so to make. Fine-tuning to get the proper "attitude" for a walk can take longer. Other animations will probably be more time consuming considering the restrictions... like, for example, I'm assuming the stabbing motion is only for torso and arms as opposed to full body which may force me to make an odd looking motion.

During movie productions, the good standard is roughly 40sec worth of animation per day.

I'll take a look at Axel's skeleton.
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sam
 
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Post » Fri May 27, 2011 4:45 am

It surprises me that nobody has done this before, especially since it's a popular request. I'm looking forward to it. :)
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Bellismydesi
 
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Post » Thu May 26, 2011 10:34 pm

me to! your awesome NetWorm.
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louise fortin
 
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Post » Thu May 26, 2011 10:09 pm

Networm is working on this too? Great news!
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k a t e
 
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Post » Fri May 27, 2011 5:04 am

hmmm... i can get an okay walk animation in 20min i guess, but to fine tune it it takes, well, forever for me...

if you need any help getting any animations you do into the game, just ask
and povuholo, i think it hasn't been done before because most people thought it was pretty much impossible, required years to do, or that it is just very difficult, (which as you can see is far from the case)

i have gotten this wrong before but i'm gonna go ahead and ask anyway :P
are you a proffesional animator then Net Worm?
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James Hate
 
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Post » Fri May 27, 2011 9:00 am

hmmm... i can get an okay walk animation in 20min i guess, but to fine tune it it takes, well, forever for me...

if you need any help getting any animations you do into the game, just ask

i have gotten this wrong before but i'm gonna go ahead and ask anyway :P
are you a proffesional animator then Net Worm?

Yeah. As professional as a contractor gets. I'm no Pixar.

I'll definitely need help getting the animation into the game.
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Josh Dagreat
 
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Post » Thu May 26, 2011 11:04 pm

I should be able to get them in game pretty easily, just send me them when you're done if you want ^_^

i guess i should probably stop working on this then -_- , you'll make way better animations than me and plus, if you wanted to change the standing animations (which you do, trust me), your animations would be incompatible with mine, but i guess it means less work for me :D

sounds like with you on the job we'll have awesome animations in no time :goodjob:

i can try to answer any questions you have, and remember to preview your animations at 15 FPS

anyway i'm logging off for a while, cya!
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john page
 
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Post » Thu May 26, 2011 9:34 pm

me to! you're awesome NetWorm and Dirnae.


Fixed. :bigsmile:
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Nymph
 
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Post » Fri May 27, 2011 1:58 pm

It surprises me that nobody has done this before, especially since it's a popular request. I'm looking forward to it. :)

Because until recently making MW animations were a PITA to do. That and only 3DMax (a very expensive program) was able to do it. But with Blender, and better export scripts, maybe we'll finally see new animations come out. :)
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Scott Clemmons
 
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Post » Fri May 27, 2011 8:56 am

The main difficulty was that ALL PC/NPC sequences (ca.5000 frames) should be in one file and Max4.3/5.1 is not properly handling such big files. Moreover, this is really a huge job for not professionals as we are.

BTW, Blender MW animators, please, check that:

http://www.gamesas.com/bgsforums/index.php?showtopic=979835

:)
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Timara White
 
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Post » Thu May 26, 2011 11:18 pm

Alright Gix, I'm glad to see you're already here! Well, alright then, good luck and I hope you guys don't have too much trouble with this stuff!

One thing that desperately needs to be overhauled is the dancing animation. It's horrendous and a little scary. Oh and the dying animation is really lame too.
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Cayal
 
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Post » Fri May 27, 2011 10:37 am

Dancing has been done. I know it was hosted on Hellwolve's site (I think, anyway)... anyone got a recent link?
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Lyd
 
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Post » Fri May 27, 2011 8:15 am

Dancing has been done. I know it was hosted on Hellwolve's site (I think, anyway)... anyone got a recent link?

Interesting, didn't know that. Was it any good?
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Russell Davies
 
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Post » Fri May 27, 2011 1:22 pm

Interesting, didn't know that. Was it any good?


Hello,
I made a few dancing animations, all based from motion capture. I hope they were enjoyable. :huh: Here are the links:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2505
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2604
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3346
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4964

I have an interest in this project as well, though I've been quiet on these forums for a while. I'd like to see a number of different walk cycles.

Best regards,
RX31
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Kanaoka
 
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Post » Fri May 27, 2011 1:50 am

wow, this project is generating a lot of interest, isn't it ^_^

now blender users can animate this is a better time for this than ever!
however i won't be able to do much work on this from now on, as exams in june are coming up and i need to get revising schoolwork :meh:
i will probably focus on my shortsword animations from now on, so you blender wiz's and 3ds max pros better get working :goodjob:

btw bahamut, i've been itching to see what you created, maybe i can get a vid sometime soon (you're character looks awesome, so i'm sure your animations will too) :D
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Kevin S
 
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Post » Fri May 27, 2011 8:40 am

*walks into the thread feeling slightly lost*

All I want is a decent walking animation to replace the vanilla one. Is there one or more out there? And if there is, how do I install it.

Btw, my biggest complaint is not only the low framerate but also the fact that NPCs lean backwards when walking! By all laws of physics you're supposed to lean slightly forward when you walk, to create the momentum using the weight of your body. */geek*
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Ross Zombie
 
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Post » Fri May 27, 2011 3:01 am

that's what this thread is about, a project to replace walking animations, today the blender script was fixed so now blender users can export animations properly, so some more people should be working on it now

this project wasn't possible in the past because only 3ds max (an expensive product) could do this, so just wait for the animators here at the forum to put something together

i will probably release a replacer for 1handed weapon animations in a while, but that's it because i've got exams coming up in june
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Sheila Reyes
 
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Post » Fri May 27, 2011 6:12 am

snip

Hey, RX31, old buddy =) Nice to see you here, I imagined the buzz of this thread would reach your ears =)
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Eve Booker
 
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Post » Fri May 27, 2011 12:57 am

Well I opened up the blank files from [page 3] and everything checks out ok. The biped included will make animations a lot easier/faster.

I have no idea what the QuadPatch object is for and when I move the bones, this little bugger changes shape... like it's not skinned properly.

Also, there are 3 files and I'm not quite sure what they're for:
- BLANK.1stSkinned.max
- blank.3rdSkinned.max
- blank.KnASkinned.max

I'm assuming that KnASkinned is for Kahjits and Argonians?

Anyways, what I plan on doing is work on a few animations and send the max files over for Dirnae or whoever to make a mod out of 'em.

I was thinking of tackling walk cycles first:
- Human Male
- Human Female
- Orc (give them a little bit of brute attitude into their walk)
- Kahjit (give them a feline-esque "quiet" walk)
- Argonian (not sure what I'm going to do here)

... and go from there...
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Alexander Lee
 
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