Sitting/sleeping animations for super mutants?

Post » Sun Aug 08, 2010 4:43 pm

It's an armor made in Blender and some clever weight painting for the head. There is simply a human dancing inside. The downside is you can't get lip movement on this NPC. It's not critical because Supermutants already have nearly no lip movement but still it's a flaw.
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Killer McCracken
 
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Post » Sun Aug 08, 2010 5:59 pm

Since furniture was mentioned, I thought i would post this.

http://www.youtube.com/watch?v=x6yixfbbGr4
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Ellie English
 
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Post » Sun Aug 08, 2010 5:00 pm

Since furniture was mentioned, I thought i would post this.

http://www.youtube.com/watch?v=x6yixfbbGr4



I watched it. It is so cool!!!!!

I want to make lots of stuff you (and sandboxing followers) can sit on now !!!

and actually this is helpful for the hummer mod I am making.

Damn, thanks for linking this. !!!!!
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Dawn Farrell
 
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Post » Sun Aug 08, 2010 7:29 pm

sorry for all the questions, but i'd appreciate any help. i am but a young grasshopper.... :read:


There is already animations for SM's sitting cycle(specialidle_sitcycle.kf) and sleeping cycle(specialidle_sleepcycle.kf), they never got set up to be usable in-game though so they just sit in the files un-used -> they were never taken past the testing phase and as such would need to be cleaned up and the Middle Sleeping/Sitting sections legthened as right now they are animated to only sit/sleep a second or so.

i had a look at the anims that are there, and they look pretty good to me (take that with a large grain of salt :hehe:). the sit anim does need work, but the sleep anim looks okay.
the sleep is animated so the SM gets down, assumes a sleep position (for about 2 seconds), then gets back up again. why would the 'sleep' portion need to be extended, and if it were, by how much?



Your problems with this idea is not the animations its...

1) Creatures can not use Furniture, or anything specifically designed with the Player/NPC's in mind. -> They can use IdleMarkers Though or they can be scripted to emulate sitting on furniture.
2) Creatures can not play True Looping Special Idles -> not even the Player/NPC's are able to do this any longer in Oblivion you could call a True Looping SI on Player/NPC's Actors but it no longer works, the game treats all anims as Clamped anims and just recalls the playcall if they are set to be Looping -> so you end up with flickering unless you animate the entire cycle into the anim (Entry, Middle and End).

what is a 'clamped' animation, and what makes it different from other ones (if any)?
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Cartoon
 
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Post » Sun Aug 08, 2010 10:19 pm

sorry for all the questions, but i'd appreciate any help. i am but a young grasshopper.... :read:



i had a look at the anims that are there, and they look pretty good to me (take that with a large grain of salt :hehe:). the sit anim does need work, but the sleep anim looks okay.
the sleep is animated so the SM gets down, assumes a sleep position (for about 2 seconds), then gets back up again. why would the 'sleep' portion need to be extended, and if it were, by how much?




what is a 'clamped' animation, and what makes it different from other ones (if any)?


This stuff is all great news!

.... too bad I don't know [censored] about this and can't help with the questions.
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Christie Mitchell
 
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Post » Sun Aug 08, 2010 4:11 pm

sorry for all the questions, but i'd appreciate any help. i am but a young grasshopper.... :read:



i had a look at the anims that are there, and they look pretty good to me (take that with a large grain of salt :hehe:). the sit anim does need work, but the sleep anim looks okay.
the sleep is animated so the SM gets down, assumes a sleep position (for about 2 seconds), then gets back up again. why would the 'sleep' portion need to be extended, and if it were, by how much?


Your misunderstanding the situation you can not tell the anim to play the lay down portion and Loop the Sleep portion then release to the get up portion at will the anim plays through so you would end up with a SM that continuously lays down rest for 2 seconds then gets back up and does it all over again until the condition for the anim to play is no longer valid -> equals very bad visually.

The Best you could do is break that one anim into 3 and lengthen the Sleep/Sit portions of them so they play the start trigger the clamped loop then when the condition for the sitting/sleeping are no longer valid play the get ups.

Problem -> You can not seamlessly Sequence SI's period so there is always a brief moment about 0.5 of a second that no SI's are being played which means that there is a visual reset where the creature goes back into its idle pose before the next SI gets played even if the next SI is the exact same SI that just ended.

The sleep/sit durations are to short the anim would start and finish in 1-2 seconds then there would be a second where the SM would snap back to its Idle Anim then the sleep/sit could kick back in.

My very own http://www.youtube.com/watch?v=POsuP9sru0Q showcases this exact issue, just watch the Wyvern while its idling in the Air that is a Special Idle set to Loop although Creatures are not allowed to play SI's in a True Loop the game engine instead play's them in a Clamped Loop, I have since fixed this Issue for my unreleased update to my Combat Mounts Mod (including Akatosh) but the way I did it is not available for FO3 as that section of the Game Animation Engine was coded out for FO3.

what is a 'clamped' animation, and what makes it different from other ones (if any)?


This just means its an animation that is set to not loop continuously -> it has a defined Start and End -> where as Looping anims are build to keep playing until the condition that called them to play is no longer valid (Walking forward, backward, left, Right, Idle, Aim and a few others).
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Stephanie Nieves
 
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Post » Sun Aug 08, 2010 1:30 pm

Since furniture was mentioned, I thought i would post this.

http://www.youtube.com/watch?v=x6yixfbbGr4


I second Tarrant's opinion, this is excellent! :goodjob:

I didn't realize it was so easy to add furniture markers, how cool. :)

Thanks Echonite!
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Evaa
 
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Post » Sun Aug 08, 2010 8:33 pm

I am going to have to go back on what I said earlier ! -> http://www.youtube.com/watch?v=y1VR_1qsELQ, the Animations need some serious cleaning but they work -> also I set my TimeScale to 1920 so that is why the SM kept getting up and down and looking indecisive.

As it turns out Super Mutants can use Furniture, I gave this another try for some of my own creatures and it did not turn out so well but I am not done with testing them, I also went back to test Oblivion and critters using furniture and that is also not going well. :/

So as it turns out you can just pick apart those animations and create a good set of SM usable Furniture -> I used the SM Makeshift Bedding as it made sense.

Basically if someone wants to spend time on this you need to import the SM skeleton, the Anim in question and the Furniture so you can use it as a reference.
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Mandy Muir
 
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Post » Sun Aug 08, 2010 6:04 pm

wowwww... k this is so great.. if someone doesn't beat me to it, I'm likely to end up learning enough to do it (me and TalkieToaster are PMing about this.. thing).

There is at least one super mutant idle marker in the game - - and Fawkes pays attention to it. When I sandbox him, he walks up and stands where it is, and just stands for a while. In my Phalanx mod, I use these at the campsites to make it look like he likes to stand in high places and survey the surrounding area. Maybe those could be useful in this.
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GPMG
 
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Post » Sun Aug 08, 2010 11:47 am

http://www.youtube.com/watch?v=_-gcWRiPIdw, During my testing I corrected a few animation issues and got Ferals working as well, still can not get any of my Custom Creatures to not crash the game when using Furniture and Oblivion still crashes no matter if I use a Beth Creature or a Custom of mine do not think I will be able to get Oblivion critters to use Furniture but for vanilla creatures and FO3 its looking good -> I just have to figure out WTF is up with my Customs causing the game to crash -> which is exactly what Oblivion does so I am assuming there is some important data missing in my Customs. :/
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Paula Ramos
 
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Post » Sun Aug 08, 2010 3:44 pm

http://www.youtube.com/watch?v=_-gcWRiPIdw, During my testing I corrected a few animation issues and got Ferals working as well, still can not get any of my Custom Creatures to not crash the game when using Furniture and Oblivion still crashes no matter if I use a Beth Creature or a Custom of mine do not think I will be able to get Oblivion critters to use Furniture but for vanilla creatures and FO3 its looking good -> I just have to figure out WTF is up with my Customs causing the game to crash -> which is exactly what Oblivion does so I am assuming there is some important data missing in my Customs. :/


Just.... way cool. I hope you can get what you want out of your custom creatures too.
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Melanie
 
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Post » Sun Aug 08, 2010 7:01 pm

Wow, I thought this thread had died! SO GOOD to see that there actually ARE sitting animations for the muties! Awesome stuff.
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leigh stewart
 
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