[WIPz]Oblivion reanimated

Post » Fri May 27, 2011 11:46 pm

I notice in the new one he kicks his feet back as he walks. Feet don't come off the ground that much. To walk like that takes to much energy. Most peoples feet barely leave the ground when they walk. When people take a step their heel points upwards, releases from the ground then glides just over top of the ground in a pendulum type motion, past the other foot, ending with the toes facing upward now and the heel becomes planted followed by the rest of the foot.

heel...........................................................toes
...... \ ........_________glide_________......... /
........ \ toes ...................................heel /


edit: yeah I know my diagram isn't that great lol, but your taking more of a big walking in puddles step instead of just a glide over the surface of the ground step
edit: also the feet should be closer together. maybe a few inches apart tops.
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Anna Beattie
 
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Post » Fri May 27, 2011 1:44 pm

I notice in the new one he kicks his feet back as he walks. Feet don't come off the ground that much. To walk like that takes to much energy. Most peoples feet barely leave the ground when they walk. When people take a step their heel points upwards, releases from the ground then glides just over top of the ground in a pendulum type motion, past the other foot, ending with the toes facing upward now and the heel becomes planted followed by the rest of the foot.

heel...........................................................toes
...... \ ........_________glide_________......... /
........ \ toes ...................................heel /


edit: yeah I know my diagram isn't that great lol, but your taking more of a big walking in puddles step instead of just a glide over the surface of the ground step
edit: also the feet should be closer together. maybe a few inches apart tops.

Thank for the advice :)
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 11:13 am

Progress?
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Sammygirl500
 
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Post » Fri May 27, 2011 11:38 am

Progress?

Not really, I made a new walk version :)
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Life long Observer
 
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Post » Fri May 27, 2011 1:39 pm

Not really, I made a new walk version :)


Sounds like progress to me! Good job! :thumbsup:
Can we see?

Ravin
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Nice one
 
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Post » Fri May 27, 2011 3:54 pm

This is awesome oblivion needs re-animation. so does fallout 3... bethesda's animation svcks :lol:. their games could have been epic if it wasnt for their bad animation :unsure: . kudos to all of the animators in the community. maybe you guys could collaborate with fallout3's community animators namely Jahandar and Alendor. Heres hoping tesIV evolves(graphically,ai, animation etc.) before tesV gets released.
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Harry Leon
 
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Post » Fri May 27, 2011 11:07 am

New ideas are welcome.....

could you manage the Assassin Creed run with sword, it looks pretty epic. Assassin's Creed may be a good game to look for animation ideas really good animations
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Laura Wilson
 
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Post » Fri May 27, 2011 8:54 am

http://oblivionreanimated.webs.com/index.htm
Sign up please !
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Jennifer Rose
 
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Post » Fri May 27, 2011 10:09 am

Hello All!

Great work, keep it coming.

A note on the foot placement while walking. While walking, a warrior's foot placement is going to be in line with his or her hips for overall body relaxation as well as structural integrity in combat (and then in real life through ingrained practice and/or regained naturalness) with the feet moving in a straight line forward or whatever, not swinging to the left or right (which would complicate matters, even in an animation sense, exceptions existing for obstacle clearance in a passive or active sense as it also does for sneaking). Feet too wide or too narrow are effected unnaturalisms, whether from ego or physical incapacity (lack of balance, too fat, etc).

Strength in position, whether natural or fighting stance, is based on the use of the body's natural structural alignment to reinforce it whenever possible. If that structural integrity is lost, it must be regained. That is how you beat someone in physical combat, you destroy their structural integrity...make them lose their balance by doubling them over, breaking this or that, whatever.

This goes for sneaking, too. Real life sneaking is done in as natural position as possible. The shoulders and hips will be relaxed, the torso will be as erect as possible even while crouched down (as an inclined torso inhibits balance and correct breathing and is alien to correct fighting posture, and a holistic fighting/sneaking system will have one trained to be able to defend/attack from a "sneaking" or crouched position). A slight inclincation is perfectly fine, but too much is cliche. This position may seem unnatural, but that is only because most people only imagine what it should be like without having any actual ability in doing it, and so errors creep in *no pun intended* (like torsos bent too far forward, etc). Arms are somewhat gathered unless they're needed for balance or doing something (like holding a weapon, and even that will be as unobtrusive as possible) and you have no obstacles around you. You don't want to go knocking over that vase on the coffee table in the middle of the night, so you would keep your arms down at your sides, relaxed. Sweeping gestures may be used to clear/control obstacles, with hands and feet, but that maybe goes beyond the scope of these animations as that would also include (correct me if I'm wrong here on the term) collisions.

That is all and above the singular point that in sneaking, one wants to look as natural as possible, and try to fit in. Adopting a *sneaking stance* tells everyone that sees you that you are up to no good!

And no, in case anyone was wondering, I am not a professional thief or anything like that. I am, however, a teacher of the warrior/military arts of old/today, and that includes studying traditional ninjutsu from recognized organizations like the Bujinkan and Stephen K. Hayes' Quest Centers, as well as knowing how certain special forces members sneak in a natural, relaxed yet load-bearing way (which is structurally similar to the ninjutsu method, by the way). These aren't trade secrerts or anything, but if one hasn't studied the material or pursued it in any way, the sources might be difficult to find.
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Isabell Hoffmann
 
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Post » Fri May 27, 2011 2:08 pm

Hello All!

Great work, keep it coming.

A note on the foot placement while walking. While walking, a warrior's foot placement is going to be in line with his or her hips for overall body relaxation as well as structural integrity in combat (and then in real life through ingrained practice and/or regained naturalness) with the feet moving in a straight line forward or whatever, not swinging to the left or right (which would complicate matters, even in an animation sense, exceptions existing for obstacle clearance in a passive or active sense as it also does for sneaking). Feet too wide or too narrow are effected unnaturalisms, whether from ego or physical incapacity (lack of balance, too fat, etc).

Strength in position, whether natural or fighting stance, is based on the use of the body's natural structural alignment to reinforce it whenever possible. If that structural integrity is lost, it must be regained. That is how you beat someone in physical combat, you destroy their structural integrity...make them lose their balance by doubling them over, breaking this or that, whatever.

This goes for sneaking, too. Real life sneaking is done in as natural position as possible. The shoulders and hips will be relaxed, the torso will be as erect as possible even while crouched down (as an inclined torso inhibits balance and correct breathing and is alien to correct fighting posture, and a holistic fighting/sneaking system will have one trained to be able to defend/attack from a "sneaking" or crouched position). A slight inclincation is perfectly fine, but too much is cliche. This position may seem unnatural, but that is only because most people only imagine what it should be like without having any actual ability in doing it, and so errors creep in *no pun intended* (like torsos bent too far forward, etc). Arms are somewhat gathered unless they're needed for balance or doing something (like holding a weapon, and even that will be as unobtrusive as possible) and you have no obstacles around you. You don't want to go knocking over that vase on the coffee table in the middle of the night, so you would keep your arms down at your sides, relaxed. Sweeping gestures may be used to clear/control obstacles, with hands and feet, but that maybe goes beyond the scope of these animations as that would also include (correct me if I'm wrong here on the term) collisions.

That is all and above the singular point that in sneaking, one wants to look as natural as possible, and try to fit in. Adopting a *sneaking stance* tells everyone that sees you that you are up to no good!

And no, in case anyone was wondering, I am not a professional thief or anything like that. I am, however, a teacher of the warrior/military arts of old/today, and that includes studying traditional ninjutsu from recognized organizations like the Bujinkan and Stephen K. Hayes' Quest Centers, as well as knowing how certain special forces members sneak in a natural, relaxed yet load-bearing way (which is structurally similar to the ninjutsu method, by the way). These aren't trade secrerts or anything, but if one hasn't studied the material or pursued it in any way, the sources might be difficult to find.

Thank for the advices :)
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Shannon Lockwood
 
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Post » Fri May 27, 2011 2:46 pm

http://oblivionreanimated.webs.com/apps/videos/videos/show/6455797-new-walk :)



Website updated - new screenshot posted
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Johnny
 
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Post » Fri May 27, 2011 5:05 pm

Great project! I'm looking for it eagerly.
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Jade Payton
 
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Post » Fri May 27, 2011 1:47 pm

I know you're a very busy man UK47Howard, so I don't want to bother you, but are there any news about the fishing animation I requested a little while back ? :angel:

I tried to post this on forum at the Oblivion reanimated official site, after I signed up, but got access denied
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Naazhe Perezz
 
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Post » Fri May 27, 2011 7:23 pm

Is that walking animation video on the official site the most recent one?
If so, I have a suggestion. When he walks, his arms swing fast and stiff like a robot. Would it be possible to slow them down a bit?

Ravin
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jadie kell
 
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Post » Fri May 27, 2011 6:30 pm

I know you're a very busy man UK47Howard, so I don't want to bother you, but are there any news about the fishing animation I requested a little while back ? :angel:

It's already done, do you want a animated fishing rod as well ?

I tried to post this on forum at the Oblivion reanimated official site, after I signed up, but got access denied


Please try again, post a topic on the official site,so I can show you some WIPs, keep in mind that Development is only for team member, post in Suggestions.
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Esther Fernandez
 
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Post » Fri May 27, 2011 9:37 am

Is that walking animation video on the official site the most recent one?
If so, I have a suggestion. When he walks, his arms swing fast and stiff like a robot. Would it be possible to slow them down a bit?

Ravin

It's a very old version, read my comment about it in the official site.
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 4:44 pm

It's already done, do you want a animated fishing rod as well ?


That would be amazing UK47Howard, thank you :foodndrink:

I`m sorry for being a noob here, but when I click on forum (after I sign in) I get "Sorry, you do not have a permission to view this page".
Is Suggestions placed in another category then forum?
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Alexandra Ryan
 
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Post » Fri May 27, 2011 5:33 pm

I`m sorry for being a noob here, but when I click on forum (after I sign in) I get "Sorry, you do not have a permission to view this page".
Is Suggestions placed in another category then forum?

Try now :)
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April
 
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Post » Fri May 27, 2011 10:22 am

Not sure where this idea should be posted but thought I should air this idea somewhere.

Maybe another hair brain concept from me, but what they heck.

Combat mod I'm interested in seeing made though would be like this.
First create a set of animations that are different styles of combat (maybe 6-8) - like stealth based, SCA based, Hand to hand based, Defensive based, wild-random, etc.
Next make 4 variations on the aptitude of those combat styles (sets of animations) so that there would be an untrained to expert variations.

Next create tokens and scripts for assigning these variations to NPCs - such that if the NPC is read as having low strength and higher stealth then that is the stealth fighting style is what they would prefer. Next if the NPC is rated too low on stats or level then he would be a clumsy stealth fighter. As in fumbling while stealthy.

I like the idea of Unnecessary Violence, but it tried to be all things to all people. I don't think it tries to assign moves like this anyway.

There are already dangling parts of this in other combat mods and idle mods (plenty of ildle combat mods) - they would be a start.

Seems a system like this would circumvent combat being near the same for all actors.
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Susan Elizabeth
 
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Post » Fri May 27, 2011 6:15 pm

Not sure where this idea should be posted but thought I should air this idea somewhere.

Maybe another hair brain concept from me, but what they heck.

Combat mod I'm interested in seeing made though would be like this.
First create a set of animations that are different styles of combat (maybe 6-8) - like stealth based, SCA based, Hand to hand based, Defensive based, wild-random, etc.
Next make 4 variations on the aptitude of those combat styles (sets of animations) so that there would be an untrained to expert variations.

Next create tokens and scripts for assigning these variations to NPCs - such that if the NPC is read as having low strength and higher stealth then that is the stealth fighting style is what they would prefer. Next if the NPC is rated too low on stats or level then he would be a clumsy stealth fighter. As in fumbling while stealthy.

I like the idea of Unnecessary Violence, but it tried to be all things to all people. I don't think it tries to assign moves like this anyway.

There are already dangling parts of this in other combat mods and idle mods (plenty of ildle combat mods) - they would be a start.

Seems a system like this would circumvent combat being near the same for all actors.

post it http://oblivionreanimated.webs.com/index.htm please
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Sxc-Mary
 
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Post » Fri May 27, 2011 7:31 pm

Levgre has officially joined the team as a animator!
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Euan
 
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Post » Fri May 27, 2011 7:36 pm

I am currently doing a new onehand idle.
WIP
http://www.youtube.com/watch?v=yT5bkZYrhq4
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Erich Lendermon
 
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Post » Fri May 27, 2011 8:02 pm

Looks good! I didn't like the vanilla animation that has your sword arm out just waiting for it to be cut off >_>
Keep up the good work! This is my most anticipated mod yet!

Ravin
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Ross Thomas
 
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Post » Fri May 27, 2011 4:26 pm

Looks good! I didn't like the vanilla animation that has your sword arm out just waiting for it to be cut off >_>
Keep up the good work! This is my most anticipated mod yet!

Ravin

Thanks
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Brandon Wilson
 
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Post » Fri May 27, 2011 2:20 pm

just looking at your one handed idle, they seem a little stiff. The sword (from what i can see) seems to move back and forth along a straight line, and chance of getting some more drifting around from the sword?

otherwise it was exsactly what I though the idle should look like. :)
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asako
 
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