[WIPz]Oblivion reanimated

Post » Fri May 27, 2011 8:55 am

UK47Howard, you are using Blender, right? How are you dealing with twist bones?

What do you want mean ?
UK47Howard, 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

A noble knight will never sneak, he will fight the enemy
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 12:04 pm

here's a hint to you nay sayers about having the kneeling animation, dont like it dont use it, or make a better one yourself. Thats the good thing about animation replacers, you can mix an match with what you want, so you can use the other ones, but decide to leave out the sneaking ones.
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Steven Nicholson
 
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Post » Fri May 27, 2011 7:18 pm

Wow! Nice Project! I Always tought Oblivion Animations are the worst part of it... You have my gratitude even just for trying!
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lolli
 
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Post » Fri May 27, 2011 10:49 am

When you're done with Oblivion's animations Morrowind's could use some work too! :hehe:
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 11:13 am

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.


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.

:)



Yep i'm a max user ... normally i'm using my own .. custom bone rigs ... but in max 8 i prefer to use the biped because the animation layers are not available for bone rigs (or i'm doing something wrong)
the niftools are not really fit for character animations export (linear keys) ..
.. that's why you get those glitches
civ4 is a bit different (quadratic keys for characters) you might get some glitches in max 8 with the civ 4 too ... like finger not pressing the trigger in a gun firing animation... that's because the bone priorities are wrong .... and some other anim has a higher priority for that particular bone ...
you could adjust it in nifskope .. or try to re-export (not always working)
btw. here's a workaround for the export .. if you're using the niftools
http://sites.google.com/site/saidenstorm/part2exports
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Janeth Valenzuela Castelo
 
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Post » Fri May 27, 2011 9:03 am

When you're done with Oblivion's animations Morrowind's could use some work too! :hehe:

Maybe :)
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Liv Brown
 
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Post » Fri May 27, 2011 3:43 pm

Some videos I found that if you feel like it, can be used as reference material:

Running:

- http://www.youtube.com/watch?v=USTO4-FAL_E&NR=1
I kind of like how the head sway, maybe it is giving me the illusion of impact when the foot hits the ground at high speed.

- http://www.youtube.com/watch?v=rflLmtUWnrA&NR=1&feature=fvwp
The walking animation in this video looks ridiculous, but I think the running animation looks fine.

- http://www.youtube.com/watch?v=2nUjWctMld4&feature=related
The head sway a little funny and I believe that when people run, they don't clench their fists that much, I surtenly don't

Running real time, slow motion:

- http://www.youtube.com/watch?v=5x6V48IIQRQ
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Rinceoir
 
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Post » Fri May 27, 2011 11:00 am

A noble knight will never sneak, he will fight the enemy


You are r-r-r-right! It's a shame but my knight sneaks sometimes hiding behind e.g. a column ambushing enemies.

What do you want mean ?


Here is my problem. I do not have direct access to Max and I am modding not at home, I am always considering to switch to Blender. Skeletons I am working on have twist bones like OB skeletons. Max animates CS biped twist bones automatically, mesh distortions without animated twist bones are horrible. Therefore I am very curious how you are addressing this problem in Blender.

Alexscorpion
Yes, animation layers for Max bones were for the first time implemented in Max9:
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13819151&linkID=9241175
PuppetShop (a professional (used by BioWare for NWN, DA:O) free plugin for Max8 and higher) has an option to work with animation layers:
http://www.lumonix.net/puppetshop.html
This is not a regular Max bone system but it allows some transfer operations e.g. import/export CS biped compatible bvh files. The problem is how to create game identical skeleton with this rigs.

I do know these tutorials by Saidenstorm, but I thought that they cannot be directly applied on CS biped, he is working with sophisticated custom Max bones rigs and I am able to manipulate only CS biped. I'll check them again.

I am attempting to create animations for a game that does not have Max importers that allow to create corresponding biped automatically (OB is in the same situation). Therefore I am curious how to recreate an identical CS biped from a boned skeleton. You, obviously did something like that, official OB CS biped Max file has never been released (as far as I know). I tried to use Tape Measure helper with pivot snapping but was totally lost with distance/size units. I would be grateful for any suggestions.

:)

dont like it dont use it, or make a better one yourself


I could be wrong (internet forums are very divergent) but I think the goal of WIP posts is not simply to demonstrate great results and enjoy a lot of wows but to collect as much as possible different opinions, information, suggestions, learn something new, etc. and then elaborate your personal solution. This is the way similar presentations are working in serious creative communities e.g. academic.
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Stacyia
 
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Post » Fri May 27, 2011 3:26 pm

does you think that add "vibration" to ridding animation is a good idea ?
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Ilona Neumann
 
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Post » Fri May 27, 2011 8:21 pm

Like when the horses feet hit the ground? A shudder from the impact, or constant?

A shudder might be cool, but probably should be optional.

Constant would be really annoying probably.
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Hayley O'Gara
 
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Post » Fri May 27, 2011 3:22 pm

Like when the horses feet hit the ground? A shudder from the impact, or constant?

A shudder might be cool, but probably should be optional.

Constant would be really annoying probably.

shudder ! of course :)
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 11:08 am

so ? is that a good idea ? or a bad one ?
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phillip crookes
 
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Post » Fri May 27, 2011 1:45 pm

so ? is that a good idea ? or a bad one ?

I still don't understand what this shudder means.
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Shirley BEltran
 
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Post » Fri May 27, 2011 3:12 pm

I'd still like to see kissing, hugging and holding hands.
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Gemma Archer
 
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Post » Fri May 27, 2011 10:55 pm

I still don't understand what this shudder means.
Need a sample to be sure, but I think he's talking about adding a shake effect for when your body is slapping into the saddle while riding. It would be very small but quite often when the horse is trotting, and larger but less often when the horse is running full speed.

Good for immersionists (the kind of people that like head bob and bow sway mods), but less appealing for power gamers.
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FLYBOYLEAK
 
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Post » Fri May 27, 2011 9:41 am

Need a sample to be sure, but I think he's talking about adding a shake effect for when your body is slapping into the saddle while riding. It would be very small but quite often when the horse is trotting, and larger but less often when the horse is running full speed.

Good for immersionists (the kind of people that like head bob and bow sway mods), but less appealing for power gamers.

I like head bobbing, so sure.
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Ellie English
 
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Post » Fri May 27, 2011 11:23 pm

It would be very small but quite often when the horse is trotting, and larger but less often when the horse is running full speed.

can you trot the horse?! i always thought it would be awesome to have like, press ctrl (sneak) and then the horse will either trot or canter, depending on the capslock/walk/run thing, but i thought that you could just walk/run. is this going to add trot?

edit: i put DR6 instead of "is this going to add trot", im such an idiot lol.
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Monika Fiolek
 
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Post » Fri May 27, 2011 9:13 pm

Did I ever mention how much I'd like to see kissing, hugging and holding hands? If I can get it I can make it work seamlessly,
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Jennie Skeletons
 
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Post » Fri May 27, 2011 6:04 pm

I'd still like to see kissing, hugging and holding hands.

Did I ever mention how much I'd like to see kissing, hugging and holding hands? If I can get it I can make it work seamlessly,

hu-uh, i dont think you did... ;)
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Connie Thomas
 
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Post » Fri May 27, 2011 1:24 pm

I wish there were more animators in the Oblivion modding community.
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Amber Hubbard
 
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Post » Fri May 27, 2011 7:49 pm

where can I get the vanila horse ridding animations ? I can't find them !
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Marie Maillos
 
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Post » Sat May 28, 2011 12:20 am

I hope at least new animations can be given to NPCs. They're so lifeless. They just stand around... Then walk to one area. Then stand again and stare into space.
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CArlos BArrera
 
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Post » Fri May 27, 2011 10:10 pm

OK I found the horse ridding animation, but I still can't get the horse running animation ! where ?
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Da Missz
 
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Post » Fri May 27, 2011 8:44 pm

For running in heavy armor can I point you to Gears of wars 2's running animation (not the sprinting the normal running)? When I played 2 i really got the impression that armor was freaking HEAVY. I'll let you find it yourself, I doubt Bethesda would like me linking to it here (And I don't feel like pressing my luck regardless).
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Sweet Blighty
 
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Post » Fri May 27, 2011 8:15 pm

For running in heavy armor can I point you to Gears of wars 2's running animation (not the sprinting the normal running)? When I played 2 i really got the impression that armor was freaking HEAVY. I'll let you find it yourself, I doubt Bethesda would like me linking to it here (And I don't feel like pressing my luck regardless).

It's not against the rules to link footage of gameplay.
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Benito Martinez
 
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