[REQ] Diving-In-The-Water Animations

Post » Wed Nov 10, 2010 8:51 am

I desided to give you a little update, that I think is important: The animation now stops automatically when the player is under water :D
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adam holden
 
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Post » Wed Nov 10, 2010 3:29 pm

Sami_, that video is HI-LARIOUS

Great job btw :)
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Nick Swan
 
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Post » Wed Nov 10, 2010 9:05 am

Sami_, that video is HI-LARIOUS

Great job btw :)

Thanks :P

http://www.youtube.com/watch?v=74EupwNMyUg Not really funny, but it shows the "problem" on the animation better, when initiating it while not jumping. I just made a non-jump-dive -animation, and will soon script it too :P
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Damien Mulvenna
 
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Post » Wed Nov 10, 2010 5:46 am

Thanks :P

...Not really funny, but it shows the "problem" on the animation better, when initiating it while not jumping. I just made a non-jump-dive -animation, and will soon script it too :P

Hmmm... so, there will be a) Dive-While-Jumping and Dive-Without-Jumping animations?
Well done, stands to reason to have both.

Now, if you can make the game to make difference between jumping into water (so that dive anomations are to be played) and jump on land (so that dive animations are NOT to be played) then you are 90% ready!
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LijLuva
 
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Post » Wed Nov 10, 2010 1:21 pm

Hmmm... so, there will be a) Dive-While-Jumping and Dive-Without-Jumping animations?
Well done, stands to reason to have both.

Now, if you can make the game to make difference between jumping into water (so that dive anomations are to be played) and jump on land (so that dive animations are NOT to be played) then you are 90% ready!

Indeed, there'll be two animations :P

Water detection is not yet working. After a few tests on the subject I decided to postpone it's developement until I've completed other essential functions. The animations stop when the player is under water, but if the player doesn't sink below the water level, the animations will not stop. I will fix this as soon as I can (it should be easy; I just need to record the water level of each cell and when the player goes past that level - you get the point), but for now there are more pressing issues. For the water detection I've thought of somehow making a "sonar", or then just a workaround, like when the animation is played on ground, it'll activate the rolling animation :P But we'll see.
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Mimi BC
 
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Post » Wed Nov 10, 2010 2:40 pm

Looks brilliant. This has always been one of the bad flaws of the original game. I would love to see a falling from a height animation for someone with bad acrobatics. Arms flailing and screaming for dear life etc. :P.

BTW, what is your rig? your Oblivion looks incredible ^_^
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Auguste Bartholdi
 
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Post » Wed Nov 10, 2010 5:30 pm

I would love to see a falling from a height animation for someone with bad acrobatics. Arms flailing and screaming for dear life etc. :P.
... That gave me an idea :D :D :D

BTW, what is your rig? your Oblivion looks incredible ^_^

Nothing really :D Just full graphics, Natural Environments 2.1 -pack, Natural Vegetation, and RAEVWD :toughninja:
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Unstoppable Judge
 
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Post » Wed Nov 10, 2010 9:22 pm

Just wondering how this was progressing? :)
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Richard
 
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Post » Wed Nov 10, 2010 5:21 pm

Just wondering how this was progressing? :)

Slowly, I'm afraid. School is taking up most of my time. I will continue on my CS projects as soon as I possibly can.
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ashleigh bryden
 
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Post » Wed Nov 10, 2010 9:36 pm

http://www.youtube.com/watch?v=O7cw_nMPZdg
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HARDHEAD
 
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Post » Wed Nov 10, 2010 8:39 am

I think that will be my new walk.... :twirl:
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Dewayne Quattlebaum
 
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Post » Wed Nov 10, 2010 11:16 am

That first video needs to have Oblivion with a body splatter mechanic. :P

Head first, at that height...ewww.
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Michelle Smith
 
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Post » Wed Nov 10, 2010 8:37 pm

That first video needs to have Oblivion with a body splatter mechanic. :P

Head first, at that height...ewww.

Weeeell... It'd be easy to script it so, that the player gets damage or even DIES when hitting the water with high velocities (IIRC, Oblivion doesn't have "velocity", but it could be done by measuring the falling time, etc.... What ever :D).
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Sarah Edmunds
 
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Post » Wed Nov 10, 2010 7:33 pm

I think that will be my new walk.... :twirl:

Sure - there's just one problem: When the DJ animation is used enough, the player goes upside down and walks kinda backwards... :D (= e.g. on ground the player's feet are visible, rest is underground, and the player walks towards the camera.)
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Samantha Pattison
 
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Post » Wed Nov 10, 2010 3:49 pm

Weeeell... It'd be easy to script it so, that the player gets damage or even DIES when hitting the water with high velocities (IIRC, Oblivion doesn't have "velocity", but it could be done by measuring the falling time, etc.... What ever :D).


I meant like body parts...gibbed...you know.
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john palmer
 
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Post » Wed Nov 10, 2010 8:57 am

I meant like body parts...gibbed...you know.

I do, and I did get your message the first time. Gibbing is also possible to make, but... Ehm... That'd require for me to make it possible to slice off people's arms and other body parts with a sword, I don't know why, but I would just... Have to :D
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Bambi
 
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Post » Wed Nov 10, 2010 11:23 pm

http://www.youtube.com/watch?v=TF3fuFB6mLg
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Setal Vara
 
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Post » Wed Nov 10, 2010 8:37 am

http://www.youtube.com/watch?v=O7cw_nMPZdg

Jack Sparrow isn't it?... 'Captain.. Jack Sparrow...'
^I couldn't resist mate ;) ^

More serious note: Awesome work, honestly this looks really good. tbh I haven't seen any issues, other than the walk thing. Nothing too serious anyways. I noticed that just before the dive starts, sometimes the player will do the dive animation in like half a second. I mean their arms. At 0:15 in your most recent vid, watch and the animation will flicker for a second, then return to idle stance, then start the dive. But that's fine imo. Awesome animations btw. I hope I can get on your level eventually lol.
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Siidney
 
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Post » Wed Nov 10, 2010 10:28 pm

Jack Sparrow isn't it?... 'Captain.. Jack Sparrow...'
^I couldn't resist mate ;) ^

More serious note: Awesome work, honestly this looks really good. tbh I haven't seen any issues, other than the walk thing. Nothing too serious anyways. I noticed that just before the dive starts, sometimes the player will do the dive animation in like half a second. I mean their arms. At 0:15 in your most recent vid, watch and the animation will flicker for a second, then return to idle stance, then start the dive. But that's fine imo. Awesome animations btw. I hope I can get on your level eventually lol.

See you in the Davy Jones' Locker... :D

The main problem now is that the player starts to twist towards left and back, so eventually it is sideways and upside down... Great, huh? :D If I'd know a way to reset the player's 3D-state... Reset3DState doesn't work xD
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Jesus Lopez
 
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Post » Wed Nov 10, 2010 2:25 pm

http://www.youtube.com/watch?v=TF3fuFB6mLg

Looks great. Have you sorted out the 'above water' problem yet? And what's up with that pirate walk?
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Neliel Kudoh
 
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Post » Wed Nov 10, 2010 8:57 am

Looks great. Have you sorted out the 'above water' problem yet? And what's up with that pirate walk?

Nope, water detection isn't working yet :P Pirate walk is there because I can't reset the normal position without player.resurrect or without talking to anyone... The animation twists the player a little, and that twist doesn't fix itself :D
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Kristian Perez
 
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Post » Wed Nov 10, 2010 10:11 pm

Nope, water detection isn't working yet :P Pirate walk is there because I can't reset the normal position without player.resurrect or without talking to anyone... The animation twists the player a little, and that twist doesn't fix itself :D

Without talking to anyone? If you mean NPC, then would it be possible to just have a random conversation start at the end of the diving session, just a blank conversation, or something to do with the dive, that would at least fix the issue. But if you meant talk to somebody as in, a forum member who might know how to fix this issue, then that obviously wouldn't work lol.
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Dark Mogul
 
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Post » Wed Nov 10, 2010 11:57 am

I believe that issue with the character becoming twisted around is caused by an error in the animation you made. I don't know enough to be able to tell you how to fix that, but it's a place to start looking.
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Gemma Archer
 
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Post » Wed Nov 10, 2010 11:03 am

I believe that issue with the character becoming twisted around is caused by an error in the animation you made. I don't know enough to be able to tell you how to fix that, but it's a place to start looking.

Indeed, the issue is caused by the ******* animation :D I am too lazy to try to get it (them) 100% correctly aligned... :D
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brandon frier
 
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Post » Wed Nov 10, 2010 10:39 am

Without talking to anyone? If you mean NPC, then would it be possible to just have a random conversation start at the end of the diving session, just a blank conversation, or something to do with the dive, that would at least fix the issue. But if you meant talk to somebody as in, a forum member who might know how to fix this issue, then that obviously wouldn't work lol.

Talking to an NPC, indeed :D An engaged conversation would pretty much ruin the thing though...
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Brandi Norton
 
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