New Walking Animations..

Post » Fri May 27, 2011 9:32 am

did you add a note track then?, and make sure they aligned with the times of your animation?
this is really confusing me

im gonna download blender and see if i can get my animations exported
haha takin me a while to figure out how to move the camera from those long dreary tutorials :blink:
all people who use blender are genius'.....
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Matthew Barrows
 
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Post » Fri May 27, 2011 9:09 am

People say "Savior" because to very many, animations is one of the last things (Aside from better physics) that they really miss from their games.
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Kathryn Medows
 
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Post » Fri May 27, 2011 12:10 am

Mocaps are often stored in bvh forma that can be imported in Max (see tutorial by RX31) or Blender. There are many walk circle free bvh available on the web (I have used one for my attempt to improve male animations), free bvh viewers/editors are also available. But not all mocaps are producing good results and all of them requires a lot of tweaking.

Note track/text keys is not a problem in Blender (this has been resolved, check NifTools Forum) there are some other crucial issues: just one then not correct import of animation templates. But, as I've mentioned: Blender produces correct MW kf files and that is actually sufficient.

:)
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Soph
 
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Post » Fri May 27, 2011 8:00 am

cool, i just thought creating note tracks would be sufficient to create .kf files from his animations, guess i was wrong. i'll have to check this forum out to see if there is any good info i could use.
why don't you have another crack at some of the animations, you seem to be very knowledgeable when it comes to this kind of stuff. I myself only started animating a couple weeks back after i figured out how to export .kfs correctly, so you've got to be better at this than me. however i understand if you don't want to, as it is very time consuming (and at times exhausting).
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-__^
 
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Post » Fri May 27, 2011 1:40 pm

Ok somehow i managed to get edited 2h idle in game, the problem is that the animation is diffrent than is meant to be...
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Cool Man Sam
 
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Post » Fri May 27, 2011 5:43 am

nice, you should check out the niftools forum axel mentioned to see if anyone else had a similar problem, or ask there about your problem. I'm not sure what it could be, unless you edited the original position of the skeleton. is it the position that's different or the animation?

btw figured out what was causing the weird crotch movements, Bip 01, not good news as removing the animation messed up all the other animations, though i think i can work the animations back into shape ^_^
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Lily Evans
 
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Post » Fri May 27, 2011 12:22 am

This is so exciting!
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Steven Hardman
 
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Post » Fri May 27, 2011 11:14 am

There is no problem of making animations in Max. Use biped templates; create note tracks in dope sheet; set ALL (rotation, translation, scale) keys on ALL biped bones including Bip01 (this is not a bone in Max) at least for the first and the last key frames (better on all key frames, this is easily achieved by using bip files); export with correct settings:
http://niftools.sourceforge.net/wiki/3ds_Max/ExporterSettings_MW
but uncheck "Collision"; "Vertex Colors"; "Sort Nodes", and "Collapse Transforms" (the later is optional as well as "Hidden Nodes").

Note that main animation nif can be just ANY animation main nif, preferably a short one and with the same skeleton structure; x.nif should just contain the correct skeleton; x.kf is the most important, it contains animation data.

:)
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Mrs shelly Sugarplum
 
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Post » Fri May 27, 2011 8:00 am

Haven't really done any work on this today, i mean, it is easter, all i've been doing really is stuffing myself with chocolate :goodjob:
though i did get a skeleton i created in max to export correctly, so i might try to create some new movements with that using some biped tools, converting them to normal keys when i'm finished

btw thanks for advice axel, using biped templates makes making animations much easier :)
(i better look through the 3ds max animation tutorials a few times though before i start going crazy :wacko: )
i'm using testing out the biped tools on your templates, and everything seems to be going fine
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 12:08 pm

I'm looking at this myself right now. Mostly looking at replacing running animation. What I did so far is that I used the Blank file that Axel posted, imported a .bip onto it but now I need to write the note tracks, this is where i totally lack any idea whatsoever. All I could find was an old tutorial saying something like:

Walkforward: This determines the walking forward animation of the creature. Between the start and stop
sections of these keys is a 'Walkforward: Loop Start' and 'Walkforward: Loop Stop' section.
Runforward: This determines the running animation of the creature. It's essentially the same as the above
walkforward animation except you should include fewer frames between the beginning and end of the
animation itself.

In what order would the note tracks come?
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hannah sillery
 
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Post » Fri May 27, 2011 2:30 am

I also have the same problem that seemed to plague bahamut; that is, Animation not appearing at all in-game. Not even error.
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Kayleigh Williams
 
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Post » Fri May 27, 2011 12:07 pm

You can try asking on niftools forum. I'm not gonna comment as i know nothing about blender, and axel seems to know more about, well.... everything than me <_<
I only just got into animation myself, and it's turning out to be pretty fun! so i deeply suggest you two try asking bout your problem at the niftools forum, as morrowind needs more animators
btw you did remember runforward: stop at the end, right? :blink: and it's great you're trying out animation too! if you could do running, and bahamut do sneaking, this would take a much shorter amount of time ^_^

sorry didn't answer your question: it would go
'RunForward: Start' at the beginning
'RunForward: Loop Start' at the beginning of the loop <- these two have to look the same or you'll get
'RunForward: Loop Stop' at the end of the loop <- weird twitching in game
'RunForward: Stop' at the end of the animation
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benjamin corsini
 
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Post » Fri May 27, 2011 5:34 am

Snip

Yeah, now I do get an error from the animation kit:
ERR: Error while processing mods: The KfModel must have sequences markers before it can be split into sequences

Maybe it is related to the keys being somewhat wrong. I will try to look over them.

Also I might add that I'm working from Max.

Modelling and writing may be my main areas of modding, however I don't know much about animation at all. I'm just trying to use free resources found on the net right now.
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Eddie Howe
 
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Post » Fri May 27, 2011 1:52 am

ah, then i guess i can be of slightly more help then :P
so you are adding the keys to the note track, and you still get errors...
post a screenshot of the note keys in the track view - dope sheet and i can probably help more
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Daniel Lozano
 
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Post » Thu May 26, 2011 10:45 pm

ah, then i guess i can be of slightly more help then :P
so you are adding the keys to the note track, and you still get errors...
post a screenshot of the note keys in the track view - dope sheet and i can probably help more

Fixed it.. These notes must be exact =).
Anways, I'll give it a rest for tonight.

Here's a webpage i found with cool motion data, easy to dl, no registration:
http://freemotionfiles.blogspot.com/search/labelBIP
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MatthewJontully
 
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Post » Fri May 27, 2011 1:13 pm

Thanks for the link, i'll have a play around with some of these tomorrow ^_^

edit: double thanks! found a nice walking animation and might just be able to get it in game with some tweaking :drool:
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Davorah Katz
 
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Post » Fri May 27, 2011 11:02 am

Thanks for the link, i'll have a play around with some of these tomorrow ^_^

edit: double thanks! found a nice walking animation and might just be able to get it in game with some tweaking :drool:

That's what I thought I could do... but I think you have a better grasp at this then I do to be honest o_O
Go Dirnae go =) Haha, hope you succeed!
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Jessica Lloyd
 
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Post » Fri May 27, 2011 6:39 am

i've got a problem....
i'm using the animation kit to replace the animations, and WalkForward; is being replaced, but WalkForward1h; which i've also finished is not being replaced in game :shrug:
any ideas what's going on?
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Nikki Lawrence
 
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Post » Fri May 27, 2011 6:17 am

^ Might be a dumb question, but did you check all your settings when you exported? I'd offer some better insight, but I'm a maya user, different workflows, you know how it is... :P
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Jason Rice
 
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Post » Fri May 27, 2011 8:49 am

yeh, i'm not quite that dumb ^_^

it's exported correctly, i've tried out both animations as replacers for the WalkForward; animation and they work in game, it's just that when i try to replace WalkForward1h; with either of them it doesn't show up in game. i'll play around with it and try to get it fixed

ok i solved it, just a stupid mistake i made :P
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Milagros Osorio
 
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Post » Fri May 27, 2011 4:06 am

I don't really know anything about animation, but perhaps one of the, uh, key notes or note tracks or whatever is named wrong or has a typo? Not sure if something like that could cause the problem you're having.
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{Richies Mommy}
 
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Post » Thu May 26, 2011 11:58 pm

Regardless of how it currently works, any chance we could see a video on Youtube? :)
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Symone Velez
 
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Post » Fri May 27, 2011 12:39 am

a video....
nah i'm too lazy, i'll probably just release them a bit at a time so you can see what they're like yourselves
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Bedford White
 
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Post » Fri May 27, 2011 1:31 am

a video....
nah i'm too lazy, i'll probably just release them a bit at a time so you can see what they're like yourselves

Can I put in a plea for a video? I'd like to see what it's like before downloading.
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Madison Poo
 
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Post » Fri May 27, 2011 6:07 am

...... i guess i could :meh:
i can see your point though, what if you dled it only to find it was like oshiel's animation replacer , but more ninja! :o
it will be a while though, i'd like to get the backwards animation and sidewards animation for the weaponless animations finished first
(only reason i did 1 handed weapon walk forward animations was because i saw i pretty cool looking mocap animation on the site mireneye gave)

what do you guys use for making videos anyway? i got fraps but it is... annoying
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OTTO
 
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