New Walking Animations..

Post » Thu May 26, 2011 11:58 pm

...anyway i guess i'll go look at the WOW animations to get ideas

Out of games I've played (haven't played WoW, and I don't want to), I'd say Fo3 and Splinter Cell did pretty great with anims, especially Splinter Cell, it's animations are so smooth and realistic, it really makes the game more immersive.
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SWagg KId
 
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Post » Thu May 26, 2011 11:47 pm

Out of games I've played (haven't played WoW, and I don't want to), I'd say Fo3 and Splinter Cell did pretty great with anims, especially Splinter Cell, it's animations are so smooth and realistic, it really makes the game more immersive.

I agree, I don't give a crap about WoW and Splinter Cell was smooth with movement.
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Laura-Jayne Lee
 
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Post » Fri May 27, 2011 7:46 am

Out of games I've played (haven't played WoW, and I don't want to), I'd say Fo3 and Splinter Cell did pretty great with anims, especially Splinter Cell, it's animations are so smooth and realistic, it really makes the game more immersive.

Crysis had some immersive animations.

Such as picking up a weapon, or when climbing a ladder.
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Kayleigh Mcneil
 
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Post » Fri May 27, 2011 10:03 am

Beautiful. Sitting here and looking forward to a release with great anticipating, hope I spelled it right. :foodndrink:
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Stay-C
 
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Post » Fri May 27, 2011 9:26 am

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.
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Sandeep Khatkar
 
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Post » Fri May 27, 2011 2:49 am

The best animations I have seen so far are in Requiem Bloodymare (+17, MMORPG): four races (barbarian like, human, "artificial" race ("mixture" of dark elf and undead), and amie/manga child looking race), two gender, eight sets of very stylish characteristic animations.
Creatures/NPC animations are also cool.
The game is based on Gamebryo 2.0 game engine (successor of Morrowind NetImmerse), unfortunately, it is not modable.

:)
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Budgie
 
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Post » Fri May 27, 2011 4:00 am

Best animations for me (and believe me I've studied alot of games animations)

1. Assassins Creed and to a similar but lesser degree the Prince of Persia series
2. God of War
3. Devil May Cry
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Sheila Esmailka
 
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Post » Fri May 27, 2011 1:20 am

Best animations for me (and believe me I've studied alot of games animations)

1. Assassins Creed and to a similar but lesser degree the Prince of Persia series
2. God of War
3. Devil May Cry


Two words: Motion capture ;)
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Syaza Ramali
 
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Post » Thu May 26, 2011 10:17 pm

Two words: Motion capture ;)

Yes that's what we need. We need someone who knows mocap, and can apply it to morrowind.
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Lyd
 
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Post » Fri May 27, 2011 9:35 am

Yes that's what we need. We need someone who knows mocap, and can apply it to morrowind.


Motion capture is powerfull and expensive so we can only dream about using it
http://www.youtube.com/watch?v=IJ4tndpwL-o

EDIT: Damn i cant get my experimental Idle to work
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michael danso
 
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Post » Fri May 27, 2011 11:08 am

I think GTA 4 spoiled animations for me, every game I play I want the realistic physics.
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Marcia Renton
 
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Post » Thu May 26, 2011 11:46 pm

There are no games that have realistic physics, they look more goofy than reality
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Tanya
 
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Post » Fri May 27, 2011 10:49 am

wow, alot of posts since last time i was on :)

@axel: i'll create new animations if i run across problems, but i will definitely steal the foothold animation to make sure he walks at the right speed, i'm working with the walkforward anim i split away from base_anim using the animation kit, then making a replacer to be used with the animation kit for testing. i had to make a preview of the original .kf and import that, then setup the note track myself, which probably explains why i haven't had too much trouble yet

it seems the animation system is VERY limited in morrowind, smooth animations will be very tough work and will take quite a while, but i might as well give it a go

and what's with all these crazy people calling me savior? :nono:

and bahamut, what can't you get working, exporting the .kf? If you have trouble with blender, you could always try gmax-> http://www.turbosquid.com/gmax :deal: (sorry, i've been looking for an excuse to use that emoticon for a while), it's a free version of max, not sure how good for animations it is though, it can do mesh editing nicely though, and there's a niftools importer/exporter for it
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Cathrin Hummel
 
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Post » Thu May 26, 2011 11:47 pm

Wow this is actually happening.. best of luck to you on this! Morrowind has been in need of animators for quite a while. I look forward to seeing what you do!

-Melchior
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 2:37 am

and bahamut, what can't you get working, exporting the .kf? If you have trouble with blender, you could always try gmax-> http://www.turbosquid.com/gmax :deal: (sorry, i've been looking for an excuse to use that emoticon for a while), it's a free version of max, not sure how good for animations it is though, it can do mesh editing nicely though, and there's a niftools importer/exporter for it


Hell duno, when i imported ready animations (via preview KF to NIF and then i import it to blender) i dont see anything i could miss.
Really i dont want to start learning using another software when i know how to making stuff in blender
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NeverStopThe
 
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Post » Thu May 26, 2011 9:30 pm

If it's importing, then i dunno what's going wrong, and i understand why you wouldn't want to learn a new software, because that's the only reason i haven't learned blender. Plus 3ds max has a nicer user interface in my opinion :P

btw what is actually wrong with it, no animations? doesn't even import? or something else?
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Josh Trembly
 
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Post » Thu May 26, 2011 11:37 pm

If it's importing, then i dunno what's going wrong, and i understand why you wouldn't want to learn a new software, because that's the only reason i haven't learned blender. Plus 3ds max has a nicer user interface in my opinion :P

btw what is actually wrong with it, no animations? doesn't even import? or something else?


For me 3ds is chaotic, it has 80% features that i wont use its anyway, well when i made animation from 0 (importing and animating the skeleton) nothing happens ingame (i got default showing)
When i try to apply animations that i imported and exported, animkit tells me that "error while processing mods: The KfModel must have sequences markers before it can be split into sequences"
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m Gardner
 
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Post » Fri May 27, 2011 11:27 am

Haha a 3ds vs. Blender argument should probably be avoided (though i guess i did start it)

The problem is it needs a note track, like these http://niftools.sourceforge.net/w/images/e/ec/Niftools_Max_Plugins_Maya_Conversion_23.jpg

not sure how you make them in blender though, however you can find out the sequence markers, or text keys as they are called in nifskope, by opening up the .kf in nifskope and in the veiw menu selecting block details. Then select NiTextKeyExtraData and it should say text keys in block details
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Destinyscharm
 
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Post » Fri May 27, 2011 10:12 am

In general the idle animations look nice and smooth, but the walking animations are very stocky and forced.

I think Bethesda's idle animations are wonderful. However, yes, the walking and running animations seem "stocky and forced". You know what it is? I think it's because Morrowind animations don't really "transition" between one another like most game animations do. If you stop walking, your feet suddenly shoot back to their normal position. If you start walking, you suddenly snap forward. It needs to blend somehow, if it's even possible with Morrowind's engine.
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HARDHEAD
 
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Post » Fri May 27, 2011 11:45 am

that's the problem, it's not <_<

It would require a few new animations and a way to implement them. At the moment you can only replace old animations, not create and add entirely new ones. This would have to be done through OpenMW, and even then we would need a few more animators to get all the animations needed to create a well animated morrowind, for now we're gonna have to use what we've got i guess
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luis dejesus
 
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Post » Fri May 27, 2011 8:57 am

I honestly never felt disappointed in the MW animations. Complaining about MW...that's just plain wrong.
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Marcus Jordan
 
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Post » Fri May 27, 2011 7:34 am

not all of the animations are dissapointing, for me it's only the walking and sneaking animations that bug me (and although i can see the problems with the running animation, it doesn't bother me)

btw bahamut you can setup the sequence markers using nifskope, by creating the text keys in nifskope, i'm not very good at explanations, so i could try to get some screenshots up to show how if you want, and i guess if that works we've just figured out how to create animations with blender :clap:
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Crystal Birch
 
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Post » Fri May 27, 2011 7:21 am

What about combat animations?I find some of then kinda...I'll come up with a word later.The spell casting one is thhe one I don't like the most.
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Lily Evans
 
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Post » Fri May 27, 2011 1:21 am

Complaining about MW...that's just plain wrong.

It's not if you go fix the problem yourself. :P

...Or if someone asks you to.
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Angel Torres
 
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Post » Fri May 27, 2011 8:06 am

Haha a 3ds vs. Blender argument should probably be avoided (though i guess i did start it)

The problem is it needs a note track, like these http://niftools.sourceforge.net/w/images/e/ec/Niftools_Max_Plugins_Maya_Conversion_23.jpg

not sure how you make them in blender though, however you can find out the sequence markers, or text keys as they are called in nifskope, by opening up the .kf in nifskope and in the veiw menu selecting block details. Then select NiTextKeyExtraData and it should say text keys in block details


Results;
Mine made from a scratch = CTD
Edited original one = Nothing changed and animkit give's same error

And Blender vs 3ds max its no secret 3ds is better, the point is that blender has all i need, so there's no need to get expensive
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kristy dunn
 
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