[WIPz]Oblivion reanimated

Post » Fri May 27, 2011 11:17 pm

http://www.youtube.com/watch?v=o4s_Cmj26Wg
Note, lol don't worry it's just a test :P



lol .. the scary music makes it complete ...

so .. how is the bone priority working in the Oblivion .. same as in the Fallout ? or ...
i mean... making a walking animation.. giving low priorities to certain bones in all of the other amims like 1hfastforward...
if it's the same ... making anims will be less time consuming
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u gone see
 
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Post » Fri May 27, 2011 10:58 pm

lol .. the scary music makes it complete ...

so .. how is the bone priority working in the Oblivion .. same as in the Fallout ? or ...
i mean... making a walking animation.. giving low priorities to certain bones in all of the other amims like 1hfastforward...
if it's the same ... making anims will be less time consuming

I'm pretty sure it's same as in the Fallout :)
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Olga Xx
 
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Post » Fri May 27, 2011 5:40 pm

i would like to do a few anims ... don't know how long it will take .. windows 7 doesn't like max 8 .. crashes pretty often ..
i could start with the sneaking animation .. do you have any prefs... examples.... how you would want it to look ?
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Georgia Fullalove
 
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Post » Fri May 27, 2011 12:37 pm

i would like to do a few anims

Wow really ? :foodndrink:
do you have any prefs... examples.... how you would want it to look ?

Just realistic ;)
Like in Splinter Cell double agent :) did you played it ?
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Schel[Anne]FTL
 
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Post » Fri May 27, 2011 1:16 pm

I think I found my new favorite thread to watch! Nice work!
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Myles
 
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Post » Fri May 27, 2011 4:21 pm

Wow really ? :foodndrink:

Just realistic ;)
Like in Splinter Cell double agent :) did you played it ?



played it 3 years ago ..lol ..
i'll go check the youtube for clips ... :D
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Miss Hayley
 
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Post » Fri May 27, 2011 4:56 pm

played it 3 years ago ..lol ..
i'll go check the youtube for clips ... :D

I'll get some for you.......
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Josh Lozier
 
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Post » Fri May 27, 2011 9:28 pm

I'll get some for you.......

found it :)
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Beulah Bell
 
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Post » Fri May 27, 2011 2:09 pm

It's about freaking time somebody took the time to do this! No offense bethesda but your animations svck (the games are usually pretty good though), it should really be made easier to make new animations so players can just do it themselves. It would add much more life to the game, which means people will play it longer, which means people will still buy it even when it is relatively obsolete, which means more money for you. So we all win.
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Britney Lopez
 
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Post » Fri May 27, 2011 4:51 pm

found it :)

http://www.sendspace.com/file/z4pss5
You won't regret it :)
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Nick Pryce
 
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Post » Fri May 27, 2011 11:13 pm

http://www.sendspace.com/file/z4pss5
You won't regret it :)



thanks... pretty good sample
... already started .. here's my begin position .. as you can see i'm avoiding contact (legs+arms+hands) in case of a bulky armor :D
but i think that i'll create my own rig .. this one is pretty messes up
http://i284.photobucket.com/albums/ll7/alexscorpion_2008/Naamloos-1.jpg
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mollypop
 
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Post » Fri May 27, 2011 1:45 pm

sixy. :)
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sam
 
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Post » Fri May 27, 2011 4:03 pm

thanks... pretty good sample
... already started .. here's my begin position .. as you can see i'm avoiding contact (legs+arms+hands) in case of a bulky armor :D
but i think that i'll create my own rig .. this one is pretty messes up
http://i284.photobucket.com/albums/ll7/alexscorpion_2008/Naamloos-1.jpg

Actually I already made the http://img21.imageshack.us/img21/9293/idleo.jpg :shrug:
Nice anyway :thumbsup:
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Danny Blight
 
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Post » Fri May 27, 2011 4:40 pm

Wow, I've waited a long time for this. Thank you! It'd also be cool to add in some more idle animations for NPCs, such as eating with utensils, writing in a book while sitting down, etc.
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Jason White
 
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Post » Fri May 27, 2011 10:26 pm

http://www.youtube.co.uk/watch?v=MnBKo0K7-Vo

Note, it's not the final version, I am just practicing :)
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David John Hunter
 
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Post » Fri May 27, 2011 10:50 am

http://www.youtube.co.uk/watch?v=MnBKo0K7-Vo

Note, it's not the final version, I am just practicing :)


Thats fine by me, I like watching the WIP!
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RaeAnne
 
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Post » Fri May 27, 2011 5:24 pm

We'll I'm right now figuring out character animations... reasonable at object, know the theory behind character but need to get good. I am doing a request anim right now, but after that I'd be interested in doing some. Also wondering if you mind me pming you with questions if I run into any problems?
thanks;
Pacific Morrowind
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Miss Hayley
 
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Post » Fri May 27, 2011 4:20 pm

Looks very interesting, good luck to you!
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Kristina Campbell
 
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Post » Fri May 27, 2011 8:51 am

Also wondering if you mind me pming you with questions if I run into any problems?
thanks;
Pacific Morrowind

feel free, I don't mind at all :) .
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Camden Unglesbee
 
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Post » Fri May 27, 2011 9:02 am

Animation is an art and judgments are strongly dependent on personal tastes and playing preferences. So, please, do not take my remarks too close.

Walking
(casting?) animation on the video. Almost 90 degrees raised both upper arms is a very unnatural and inconvenient pose (at least I was not able to keep it for a relatively long time). Walking speed is too slow, animation is too relaxed for a warrior/soldier. It could be fine for a city commoner but not for a game hero.

SneakIdle. Kneeing pose could be OK for outer cells e.g. hiding in bushes, behind rocks (actually for a waiting shooter-sniper), but for inner cells it is very vulnerable. You will not knee in a room in order to make less noise. From my point of view vanilla animation is a good compromise.

Female running loop
. That's jogging but not a running of an armed knight e.g. across uneven terrain. I was also not able to imagine a mage in a long robe running like that. IMHO, it has no gender either. A good example of female running can be seen in Divinity 2.

Hence, our visions of what is "ideal" OB PC/NPC animation are very different. And I could be not alone.

I am making game animations myself and do know how difficult and frustrating this work is. Animators will be always criticized: what is too fast for one player could be too slow for another?

In case I would have stamina(time, will) like you do I would animate "clothes and long hair" bones. The logic is simple: we do have at least vanilla base animations, but we have not much for the above mentioned "bones".

My best regards.
:)
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Your Mum
 
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Post » Fri May 27, 2011 8:18 am

A while back I was informed, when asking why there was no turning animation, that there indeed was such a thing but it did not always trigger, or some such.

AnjaTheWhisperer were exploring the possibility to implement the "missing" dog animation, but that has of yet not come to being realized.

1. Read earlier in the thread that you will see to it that animations are seamless, guess that includes Characters/Creatures turning around naturally instead of spinning, but is the issue for animation breakage when switching animation in midstream clear/solved?

2. Will you be adding new animations too, like the one's Anja was working on?



This thread is cool :hehe:
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Mason Nevitt
 
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Post » Fri May 27, 2011 8:01 am

Animation is an art and judgments are strongly dependent on personal tastes and playing preferences. So, please, do not take my remarks too close.

Walking
(casting?) animation on the video. Almost 90 degrees raised both upper arms is a very unnatural and inconvenient pose (at least I was not able to keep it for a relatively long time). Walking speed is too slow, animation is too relaxed for a warrior/soldier. It could be fine for a city commoner but not for a game hero.

SneakIdle. Kneeing pose could be OK for outer cells e.g. hiding in bushes, behind rocks (actually for a waiting shooter-sniper), but for inner cells it is very vulnerable. You will not knee in a room in order to make less noise. From my point of view vanilla animation is a good compromise.

Female running loop
. That's jogging but not a running of an armed knight e.g. across uneven terrain. I was also not able to imagine a mage in a long robe running like that. IMHO, it has no gender either. A good example of female running can be seen in Divinity 2.

Hence, our visions of what is "ideal" OB PC/NPC animation are very different. And I could be not alone.

I am making game animations myself and do know how difficult and frustrating this work is. Animators will be always criticized: what is too fast for one player could be too slow for another?

In case I would have stamina(time, will) like you do I would animate "clothes and long hair" bones. The logic is simple: we do have at least vanilla base animations, but we have not much for the above mentioned "bones".

My best regards.
:)

About Walking. Cmon ! it's a joke ! a test..
SneakIdle. no ! you are wrong, kneeing is used as "sneak idle" in every realistic game (like Splinter cell, Arma2).
Female running loop, actually that's sprinting, as I said "I am practicing" :)
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stephanie eastwood
 
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Post » Fri May 27, 2011 6:25 pm

Will you be adding new animations too, like the one's Anja was working on?

Yep
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Andrew Perry
 
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Post » Fri May 27, 2011 1:05 pm

*Sigh* Why do people bother criticizing without reading the whole thread. And an animator and a forum disciple at that. Ridiculous. On a more reasonable note, about how many animation are you going for? Oblivion has a ton of lousy animations but the whole experience can be radically changed by only a few replaces. What do you plan on changing aside sneaking, walking and running? There should probably be a way to make side jumps and back jumps even though dodges work decently for this purpose. And I suppose I can't hide that I'm giddy about that standing vampire feeding animation. :P Tried to find them, but in my knowledge there are no custom vampire bite animations.
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 8:31 pm

SneakIdle. no ! you are wrong, kneeing is used as "sneak idle" in every realistic game (like Splinter cell, Arma2).

You did not convince me: what is fine for a modern gunman (Splinter cell and Arma2 are both shooters) is not "realistic" for a medieval character: a proud noble knight in a heavy and noisy metal armor will never knee in front of an enemy (in front of a souserain, may be); long bow archer simply has to stand while shooting; mage is a mage and is protected by spells; perhaps, only ninja-assassin might take this pose occasionally while hiding. Knight is my favorite PC.

About Walking. Cmon ! it's a joke ! a test.
?as I said "I am practicing

I see. Ha-ha, I have not realized that: I have problems with understanding humor in any language.


I have few technical questions.
UK47Howard, you are using Blender, right? How are you dealing with twist bones?
Alexscorpion, I guess you are a Max user and you are working with CS biped not a custom Max bones rig. Correct? To my knowledge several variants of OB PC/NPC CS biped were released by modders, e.g. Mr.Cellophane, Robert, RX31. As far as I understand all of these bipeds are approximations (some with, some without twist bones). How have you created your biped?
I am working with biped in Max2010, NifTools plugin and noticed that exporter samples often not correctly planted keys (in Max everything is OK, in NifScope/game feet are moving a bit, Bip01 has unexpected small rotations..). Do you know how to deal with such problems?
I have noticed that you are using Max8 that can be used with CivIV nif exporter.

Thank you.

:)
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Josh Dagreat
 
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