New Walking Animations..

Post » Fri May 27, 2011 4:44 am

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

This is the 1st person file.

- blank.3rdSkinned.max

This is the 3rd person file for human/elf races.

- blank.KnASkinned.max

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

Yes, that's the 3rd person file for beast races.
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Michael Russ
 
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Post » Fri May 27, 2011 5:03 am

i wouldn't worry bout the quadpatch, just delete it
only the skeleton is important, everything else is for reference to an in game character only
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Juanita Hernandez
 
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Post » Fri May 27, 2011 12:55 pm

- Orc (give them a little bit of brute attitude into their walk)

Not to bust a bubble, this is all very amazing but I think making a unique walk for only the orc is impossible o_O MW will attach to male/female/beast but not different races. At least that is my understanding of how it works.

I also think Argonian/khajit does share animation. :/ It's really sad, it would have been a huge win if you could do what you plan on doing, here's hoping that it is possible after all

Random request for far into the future:
I'd love to have one of the Khajit/Argonian hand to hand animation be a four-leg attack. As in going down on four legs like a cat or lizard and then attack. It'd be weird awesome.
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Hope Greenhaw
 
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Post » Thu May 26, 2011 11:15 pm

This is the 1st person file.


This is the 3rd person file for human/elf races.


Yes, that's the 3rd person file for beast races.

So... what? 1st person animation are for the hands? Does that also include animation for when you're being knocked down?

I think I'll focus on 3rd person for now as it's the most jarring thing.

Not to bust a bubble, this is all very amazing but I think making a unique walk for only the orc is impossible o_O MW will attach to male/female/beast but not different races. At least that is my understanding of how it works.

I also think Argonian/khajit does share animation. :/ It's really sad, it would have been a huge win if you could do what you plan on doing, here's hoping that it is possible after all

The way I see it, it doesn't matter. Worst case scenario is that modders use the human animations for all non-beast and use the Argonian animation for both beast races. If it IS technically possible (I'll leave it to somebody else to figure it out), then they'll have a pool of animation to work with.

Random request for far into the future:
I'd love to have one of the Khajit/Argonian hand to hand animation be a four-leg attack. As in going down on four legs like a cat or lizard and then attack. It'd be weird awesome.

That would be pretty sweet.
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Stephanie Nieves
 
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Post » Fri May 27, 2011 3:30 am

So... what? 1st person animation are for the hands? Does that also include animation for when you're being knocked down?

I think I'll focus on 3rd person for now as it's the most jarring thing.


The way I see it, it doesn't matter. Worst case scenario is that modders use the human animations for all non-beast and use the Argonian animation for both beast races. If it IS technically possible (I'll leave it to somebody else to figure it out), then they'll have a pool of animation to work with.


That would be pretty sweet.

I see! You'll only focus on animations the rest if up to others to figure out. That's a really good way to tackle this =)

Dirnae: How different does the animations you export look compared to how they look ingame? (as opposed to how they look in your choice of 3d alteration program). o_O Just asking becaue since NetWorm will be working on the animations without really exporting/looking at the result directly, it could be valuable information?
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christelle047
 
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Post » Fri May 27, 2011 12:46 pm

i think i already mentioned this, but you should preview the animations at 15 FPS to see what they'll be like in game

networm, i forgot to mention this before but it is possible to make full body animation attacks, not just attack animations for the upper body, see oshiel's animation for a sidewards two handed sword attack for an example
i don't think you can move while attacking like this (though i'm not sure), but i don't think people here will mind that, as it is usually the case in a lot of games that attacks have their own movements

demon xen did offer to go through the CS assigning different race animations, so you just worry about getting the animations done, and demon xen will do all the grunt work

btw, if you do the full body animations for 3rd person, the 1st person animations would look weird, so maybe we could just use the 3rd person animations as 1st person ones, as done in darknuts 1st person enhanced
if you've used his mod, you'll know it gives a real nice effect, and would save you alot of trouble
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Jaki Birch
 
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Post » Fri May 27, 2011 12:44 am

Wow.
Look at how my wittle topic grew :D I'm amazed that such a simple request turned into this project.
I wish the best of luck guys, your making Morrowind all the better!
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James Hate
 
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Post » Fri May 27, 2011 7:40 am

i was thinking that too

maybe you should be included in the credits of any mods made as a result of this thread ^_^
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Noely Ulloa
 
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Post » Fri May 27, 2011 1:19 am

only the skeleton is important, everything else is for reference to an in game character only


Yes, these structures are only necessary during export.

No one knows what is the function of "QuadPatch01". I suspect that it is a "hit detector". However, "Bounding Box" that is a must have structure for proper Bip01 "bone" in-game animation, and it is also a collision detection structure, could play this role as well.
Other boxes are also important: without them (actually without nodes that they generate) clothes, armor meshes will be corrupted or missing in the game.
Shadow mesh is obviously a shadow that you see in the game.
Other meshes (hands, sword) I guess are present for better animation. Note that in original nifs weapon bone is animated in certain sequences.
I would not change these templates without careful in-game testing. These are exclusively export templates. Of cause you can store their biped in a fig file, animate a "clean" biped created from this fig file (note track should be also crated at this stage and then "transferred" with RX31's MaxScripts) and then transfer animations to export templates. Workflow can be different, but exported in nif/kf stuff should be game compatible.


Indeed, vertex weights of QuadPatch01 are not "perfect" but this was like that also in original files (there are also other imperfections/mistakes and redundant structures in these files). However, I tried to introduce as less as possible changes in these originals.

First person animation has a very important node ? camera.

Theoretically game engine allows to create complete sets of unique animations for 1. Every NPC, including third person view of PC (it is actually an NPC with ID "Player"); 2. Humanoid males; 3. Humanoid females; 4. Argonians; 5.Khajits. Therefore, C_Mireneye is correct - these is no way to creates separate race specific animation for Orcs.


RX31, good day, Master! I am very happy to see you again!

:)
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Alexis Estrada
 
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Post » Thu May 26, 2011 11:38 pm

I want to use the Oshiel's Animation Replacer 2 Mod but I don't want certain ones. How do I remove them? and STEP BY STEP PLEASE. DONT JUST SAY USE NIFSKOPE cause I don't know how to use it correctly without some sort of instructions.


Basicly I just want to get rid of the Idle animation, walking animation, and jumping animation (looks retarded when you use it on unbeasted mogs)
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Marie Maillos
 
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Post » Fri May 27, 2011 11:49 am

You have to use LizTail's MW Animation Kit for that. Check his posts and Kit's readme These explanations by the author himself are the best.

:)
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Zualett
 
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Post » Fri May 27, 2011 12:09 pm

Progress?
I can't let my baby die :(
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Joie Perez
 
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Post » Fri May 27, 2011 2:53 am

i'm working on running animations for my 1 handed animations, anyone else made any progress with animations yet, or are you blender users all talk :P

i wont be working on this for a couple of weeks as i cant access my computer, so it will be a while til i make any more progress, i need to do sideways animations and backwards animations, and i need to do sneaking animations too, but now i'm getting the hang of this it doesn't seem to be taking as long to make animations now. I'm only making a replacer for 1 handed weapons though, so someone need to get working on some animations for the other groups.

Hope to see some progress on this when i get back on my computer, see you in two weeks :wave:
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Holli Dillon
 
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Post » Fri May 27, 2011 2:04 pm

I want to use the Oshiel's Animation Replacer 2 Mod but I don't want certain ones. How do I remove them? and STEP BY STEP PLEASE. DONT JUST SAY USE NIFSKOPE cause I don't know how to use it correctly without some sort of instructions.


Basicly I just want to get rid of the Idle animation, walking animation, and jumping animation (looks retarded when you use it on unbeasted mogs)


I think the people around here skip pasts posts like this. It might be their way of telling us that we're embarrassing ourselves. If you make your question a whole heap more complex, it might pique their interest LOL.

I had to work this one out for myself a few days ago. It was surprisingly simple (no wonder people ignored me).

All you is delete the animations. Seriously.

The files from Oshiel's kit are all named after the game's vanilla animations, which are locked away in the .bsa somewhere, unless you unpacked it (unlikely unless you did it on purpose for modding). Therefore, all the do is directly overwrite the game's file (or overplay, since Liztail's kit stops them fully overwriting... or perhaps it can write them back when you change your mind, it doesn't matter). Therefore, if you delete an animation, the game will default back to its original animation. Problem solved. You don't need to do anything complex or edit the .xml as the info isn't stored anywhere like that.

If you want to keep the animations just for a female, next to the 'male' folder, at the same level folder in the pathway, make a 'female' folder. Just like with clothes and armour, the female over rides the male. That's why all these animations are listed as 'male' because that way (unless overwritten, such as I put Axel's sixy walk in the female folder so now my men and women walk different) then the male defaults for both. You can't do this in reverse. The only way to ONLY use an animation for a male, is to obtain a copy of the female animation original and put it in the female folder. But that's not what you wanted to know (but could be useful later)


As for how to tell which animations you want to delete, you really should use the preview feature. It's not that hard. Just move the folder of animations (or a copy of) somewhere very close to the C drive (ie: don't stick it inside a bunch of folders creating a long path name). Even jsut drop it straight on C:. Make sure you have Nifskope installed. You don't have to open it or anything. Don't be afraid of it. Then open animkit folder and find the preview option. This brings up a little DOS box thingi. Type in C:\[name of folder or full pathway to folder if you didn't follow my advice about putting it on C drive] Of course don't use the brackets. Also, even if there are spaces in your file names, like Data Files, you DO NOT put "_" around it. The DOS box is OK with spaces, unlike Windows half the time. You DO NOT put the name of the file itself. You don't have to do this for each animation. You just do it once for the entire folder. If you type in folder pathway correctly, the DOSbox will start doing something and you'll see a bunch of dots and then a message. Let it shut. Then go to the folder of animations and open it. Inside it (with all the animations) is a new folder. Called, you guessed it "Preview". Open that up. There are .nif equivalents of the .kf files. Watch them and see which you want to use. They are indentical to their .NIF counterparts. Then, just delete the ones you don't like DON"T MAKE MY MISTAKE (which was to delete the actual .nifs instead of exiting the preview folder and deleting the .kfs). It's an easy mistake to make because you're so caught up watching all the animations. Also, when you're done, it's probably wise to reapply the mods with LizTail's kit again. I clicked 'apply mods' and 'fix animation errors' again. I don't know if it's necessary but it can't hurt. Also, clean your savegame with Wrye.T

You should be done :-)
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 1:22 pm

Oshiels animation replacer have a good replacement for sneak animations,not that exaggerated.http://www.gamesas.com/bgsforums/index.php?showtopic=868016&st=120 a link to the splitted version of the file so you can pick what you want and what you don't want.(It's in the third post under mine)

I'll post a screen shot tomorrow of how it looks in game.


Try that file.It is already separated so u can choose which ones you like and don't like.
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Madison Poo
 
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Post » Fri May 27, 2011 6:59 am

Try that file.It is already separated so u can choose which ones you like and don't like.



Do you use it? I can't get the running backwards animation to work, which is my favorite! Same with running or walking to the left of the screen (when camera is behind the player). It makes no sense because all of the rest work, including the same movements to the right side of the screen. I wanted to know if it was me or if everyone has the problem (I'm using the version Liztail supplied that she'd made the .xml and icon for herself).
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Cat Haines
 
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Post » Fri May 27, 2011 4:33 am

Do you use it? I can't get the running backwards animation to work, which is my favorite! Same with running or walking to the left of the screen (when camera is behind the player). It makes no sense because all of the rest work, including the same movements to the right side of the screen. I wanted to know if it was me or if everyone has the problem (I'm using the version Liztail supplied that she'd made the .xml and icon for herself).

LizTail is a guy. :whisper:

When I tried Oshiel's animations, all of them some of them worked for me.
Try resetting the animations back to the stock ones, then only apply Oshiel's and see if they work for you in-game. Make sure all the animation sequences for Oshiel's are properly installed and that you haven't altered/removed any of those individual sequences.


[edit] Hmm... on second look, I'm getting the same problem. Applying the animations to just the player using Oshiel's instructions works fine, but trying to replace all the animations with the Anim Kit has issues. Subsets will work tho (i.e. spellcasting, sneaking). This applies to and affects NPCs as well.
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Suzy Santana
 
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Post » Fri May 27, 2011 12:50 pm

I'm in the middle of a trip without any internet so forgive my absence.

Had to get used to the archaic biped but now everything looks good. I think the only issue I have is that I can't seem to be able to move the bip object (on the hip) up and down... so the feet are kinda going through the ground... or so I would think.

I'll send a video preview of my work once I get more samples done. Things are just hectic at the moment so I can't get much done yet... one day you've got too much time on your hands and the next you find yourself buried with work.
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An Lor
 
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Post » Thu May 26, 2011 9:34 pm

pfft, i leave Morrowind for about 3 months, then what happens? the world goes crazy, and makes awsome mods! keep up the good work man, i seen the vid, and it was dark, but after i put it in full-screen, i could make everything out, it was choppy, but i think that was FRAPS/youtube's falt, because i also noticed the camera being choppy :) so the animation itself could be seamless. looks great, its really good, AND it fits in Morrowind. think about it, would you REALLY want Assassin's Creed animations in morrowind? i mean, it would be like using LIFE-LIKE weapons, and then the bodies being vanilla... just wouldnt look right... but anyways, im sure this thread will get locked soon (200 limit), then you guys will have to create an official thread ;) (not saying this isnt official, but it'd be nice to see the vid on the first page, instead of digging around for 3rd. which 3rd varies depending on how many posts-per-page you see.)
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Laura Elizabeth
 
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Post » Fri May 27, 2011 11:24 am

Ya,you guys need to make a "official" thread.
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Lexy Corpsey
 
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Post » Fri May 27, 2011 10:59 am

And Blender vs 3ds max its no secret 3ds is better


http://www.cgenie.com/articles/104.html :D

Something which has been bugging me for a Very Very Very long time (it's to do with where the weapon node is attached): everyone is right handed for all weapons except a bow, when they become left handed (they're right handed for crossbows). Any chance of changing the marksman animations (yes, this will require animating the weapon node) to be left handed? :rolleyes:
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Emily Martell
 
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Post » Fri May 27, 2011 11:03 am

http://www.cgenie.com/articles/104.html :D

Something which has been bugging me for a Very Very Very long time (it's to do with where the weapon node is attached): everyone is right handed for all weapons except a bow, when they become left handed (they're right handed for crossbows). Any chance of changing the marksman animations (yes, this will require animating the weapon node) to be left handed? :rolleyes:

ehm, yeah i think thats how the bow is used for right handed people.. you hold it with your left hand, and pull the string with your right... but anyways, in the next thread can we have less "blender vrs 3Ds" arguments? :P its a matter of OPINION.
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El Goose
 
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Post » Thu May 26, 2011 10:16 pm

http://www.cgenie.com/articles/104.html :D

Something which has been bugging me for a Very Very Very long time (it's to do with where the weapon node is attached): everyone is right handed for all weapons except a bow, when they become left handed (they're right handed for crossbows). Any chance of changing the marksman animations (yes, this will require animating the weapon node) to be left handed? :rolleyes:

Actually if your right handed you hold the bow with your left hand and pull the string back with you right hand. :rolleyes:
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Emily Graham
 
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Post » Fri May 27, 2011 3:01 am

Actually if your right handed you hold the bow with your left hand and pull the string back with you right hand. :rolleyes:

ehm.. i kinda said that already lol.
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Danial Zachery
 
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Post » Fri May 27, 2011 1:55 am

Something which has been bugging me for a Very Very Very long time (it's to do with where the weapon node is attached): everyone is right handed for all weapons except a bow, when they become left handed (they're right handed for crossbows). Any chance of changing the marksman animations (yes, this will require animating the weapon node) to be left handed? :rolleyes:


animating the weapon node?, no, i don't think that would be a good idea at all
yeah it's a bug, but it is a very tiny one, so you are just going to have to live with it

btw, networm, seeing as you are going to be doing more animations than me, i'll leave you the honors of starting a new thread :D
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Lisha Boo
 
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