Some More Stuff

Post » Sat Oct 30, 2010 5:42 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1037648&st=180&start=180
Video (running animations have changed since this was taken): http://s647.photobucket.com/albums/uu195/mark507_album/morrowind/animations/?action=view¤t=Dirnae_animation_pack_1.flv
Newer Video: http://s647.photobucket.com/albums/uu195/mark507_album/morrowind/animations/?action=view¤t=di_anim_vid.flv

Download: http://www.4shared.com/file/137384239/e0451c0f/Dirnaes_Animations.html
Extract the Data Files folder in the .zip to your Morrowind directory, I suggest using 7zip to open it, some people had problems using other programs.

It's a walking and running animation, you'll need Liztail's animation kit to use these.
You might want to use the walking animation with the .esp included, or the NPC's might walk too fast, though it's completely optional.

Thanks to Bethesda, Liztail and the NifTools team, this wouldn't exist without them.

All of my animations are free resources, do whatever you want with them.

Here are some quick weapon animations
I haven't polished some of these animations up properly yet (the attack animations needs some editing, and the walk animation was done quickly), and I've still got to do the thrust animation, but if anyone wants to try out some one handed animations, then here they are:
http://www.4shared.com/file/153903078/ceb64079/Dirnae_1h_anims.html

Here's a quick, crappy vid of the animations: http://s647.photobucket.com/albums/uu195/mark507_album/morrowind/animations/?action=view¤t=Movie_0006.flv
I'm thinking the chop needs to be less diagonal and more vertical, and the slash needs to be more diagonal.

The run and walk will affect bows and thrown weapons too, they use the same animation, however I think I've managed to get a decent run which looks good with or without shields, and with all the weapon types. Feel free to criticize as usual, it's an early version so it'll no doubt be changed a lot before being finalized.


Thanks for the support everyone, hopefully I'll have some more animations finished soon!

edit: Here's the latest update of the animations: http://www.4shared.com/file/197036459/781f50c7/Dirnaes_Anim_Mod.html
It's got all the animations packaged into one animation mod.

P.S I've heard a few people ask this now, DN's 1st person enhanced is compatible with this mod. Not only is it compatible, but I suggest you do use it with my animation mod, until I make the 1st. person animations.
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Lynette Wilson
 
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Post » Sat Oct 30, 2010 3:06 am

Here's to thread #2! Been enjoying the fruits of the previous thread for some time now, and certainly looking forward to anything that this one might bring =)
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Kelli Wolfe
 
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Post » Sat Oct 30, 2010 7:13 am

Great animations, really! Could it be possible to make the attack animations compatible with Darknut's 1st Person Enhanced? It would be awesome.
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R.I.P
 
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Post » Sat Oct 30, 2010 12:51 am

Are these anims male only? I have a fem char presently..
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Cassie Boyle
 
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Post » Sat Oct 30, 2010 8:30 am

Females use male animations unless assigned specific anims. (Ex. Using Axel's Female walk, if you delete the 'run' animation females will use whatever run anim the males are using.)

If your not using any other animation replacers specifically for females then you should have no problem. :)
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Russell Davies
 
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Post » Sat Oct 30, 2010 1:04 pm

your new animations looks very nice.
I use both your walk/run and attack animations, much better than the original game one. and I allready use lizytail's tool make female npc also use your animations.
this is a much improved to the stock game. I have 2 suggestions:

have you noticed the animation after you shoot an arrow with your crossbow looks very urgly and unreal feeling. YES, the actor try to crouch and touch his/her foot after every shoot.
do you like make a better one ? no need to complex , just remove the crouch touch foot anim. the file that animation is named "Crossbow; Shoot Follow.nif"

Thanks for the support everyone, hopefully I'll have some more animations finished soon!


look forward to it ! do you like to use lizeytail's tool to combine your new animations and the default animations into one single file for a no-need exe release ?
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u gone see
 
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Post » Sat Oct 30, 2010 5:37 am

Glad you enjoy the animations.
The crossbow animations are very ugly, though you reload medieval xbows with your foot normally, right?
If not, I'll change it (plus it has some very nasty wrist deformations), but I'll do some more melee weapon classes first, I'm not confident about doing attack animations yet.

I'll merge the animations into base_anim, when I get to a later stage, but at this early stage I wont. If someone else wants to do this though, and post up the files, that's fine by me.

@Alexir: Pwin is correct, though you will need to make a female folder for the walk animation, or else they'll use the default female walk.

I might take a quick break from weapon animations to try making a new sneak animation. An update for the one handed weapon animations is almost ready.
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Thomas LEON
 
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Post » Sat Oct 30, 2010 2:17 am

Finally got round to uploading an update.

http://www.4shared.com/file/197036459/781f50c7/Dirnaes_Anim_Mod.html

Those are all the animations I've made atm, 1-handed animations are kind of finished, I'm not sure how happy I am about the thrust, but any other thrust I could think of wouldn't look good with certain weapon types. The new sneak animation is coming along nicely, I'll get it in game and upload a vid round the weekend.
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Neliel Kudoh
 
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Post » Sat Oct 30, 2010 10:53 am

Have you thought about fixing some animation quirks in the original game? (If possible):
1-If you hold a two-handed weapon while crouching, and stand still, your character will be holding the weapon with one hand. It may not be that unrealistic, but it would look better if they were holding it with both arms.

2-When holding a crossbow while crouching, the animation for remaining still is the same as standing. It would be great if this could be fixed.

3-The spell preparation animation doesn't appear while swimming.

I'll put more if I find them.
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Ross Thomas
 
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Post » Sat Oct 30, 2010 2:16 pm

If it's possible, sure, I'll fix'em.

However Morrowind reuses a lot of animations, so fixing some things might need program tweaks, for example, I think there is only one crouching stance that's used by all weapons.
The other two also sound like issues that could only be fixed with something like MCP.

I wouldn't want to bother Hrnchamd who already has a lot of errors to fix though, as I'm not really that far along with this project yet.

I made a quick video of the animations. I've edited the chop, slash and 1-handed run, and added a thrust animation.
http://s647.photobucket.com/albums/uu195/mark507_album/morrowind/animations/?action=view¤t=di_anim_vid.flv
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Miss K
 
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Post » Sat Oct 30, 2010 3:38 am

Looking great Dirnae, thanks for sharing. Apologies if this has been asked before... Are there any issues using these combined with Darknut's first person mod?


Cheers
-kwm
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Jade MacSpade
 
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Post » Sat Oct 30, 2010 11:41 am

Woah, how did I miss this before, these animations look really nice and crisp
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Karen anwyn Green
 
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Post » Sat Oct 30, 2010 12:57 pm

BOOKMARKED!

Iv'e been hunting for a better running animation for ever.
This will def be DL'ed as soon as I get home. :drool:
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El Khatiri
 
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Post » Sat Oct 30, 2010 6:49 am

nice to see your new stuff !

I see the new sneak animation video in your site. it looks better than original one, but I think his arm waved too much while sneak walking. and feel it need more crouch down.

let's see 2 shots of sneak in tom clancy's game.

http://xboxmedia.ign.com/xbox/image/article/587/587899/tom-clancys-splinter-cell-chaos-theory-20050214064746405_640w.jpg

http://img.gamespot.com/gamespot/images/2004/screen0/915073_20040615_screen001.jpg

still, it looks much better.

and I also noticed your new spell casting animation. very nice. more complex than I expect, a simple "fire throw by hand" animation is enough to me, but your work looks amazing.

and about the "crossbow shot follow" animaton,
The crossbow animations are very ugly, though you reload medieval xbows with your foot normally, right?
If not, I'll change it (plus it has some very nasty wrist deformations)

I'm not sure as I'm not sure about if morrowind set on medieval time. but in some moves, such as the underworld , there are vampries use crossbow without a foot reload, they even use it while on horseback.
so, I think change it just for a better looks is a good idea.
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Dean
 
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Post » Sat Oct 30, 2010 5:54 pm

Thanks for the update, Dirnae! Getting a bit late tonight but tomorrow I'll be integrating these with my install =). Until then, judging from the video that you posted, it looks like you've made your previous work even more polished.

And while you might not be happy with your thrust animation, I think it looks pretty good, and is far more smooth than the original. Looking forward to getting to these tomorrow!
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Solina971
 
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Post » Sat Oct 30, 2010 12:14 pm

lol that's not the sneak animations.It's Dagoth Urs run animation.
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Haley Merkley
 
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Post » Sat Oct 30, 2010 2:22 pm

Those spellcasting animations are for Dagoth Ur rather than general use though I think, which may be what is throwing you off.
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lucy chadwick
 
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Post » Sat Oct 30, 2010 7:04 am

Those spellcasting and sneak animations are for Dagoth Ur rather than general use


Oh, I see. that's just fit him. good to know new things coming for general npc.
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Andres Lechuga
 
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Post » Sat Oct 30, 2010 2:52 pm

How do I install the 1 handed anim's?
They didn't come with a esp type file for Liztails program.
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Nikki Morse
 
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Post » Sat Oct 30, 2010 3:49 am

I don't't recall what was in the one handed archive, bu the animation kit doesn't need an esp - take a look at the folders in your animation or animations folder. You should just be able to copy the animations into the appropriate folders (or a new folder with similar structure and a new text file if you want activate the 1h seperately).
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Céline Rémy
 
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Post » Sat Oct 30, 2010 3:11 pm

I don't't recall what was in the one handed archive, bu the animation kit doesn't need an esp - take a look at the folders in your animation or animations folder. You should just be able to copy the animations into the appropriate folders (or a new folder with similar structure and a new text file if you want activate the 1h seperately).



That's what I did when I didn't find the esp but still nothing.
No real biggie though, I've got the run/walk anim's, so I'm happy.
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Tha King o Geekz
 
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Post » Sat Oct 30, 2010 3:03 pm

It's nice to hear you're enjoying the animations, the .esp for the walk is just to slow the walk animation down, in case you find the NPCs walking too fast.
To install the actual animations, use the animation kit, in the latest dl I've just packaged all the animations into one animation mod, instead of seperating them.

and about the "crossbow shot follow" animaton,

I'm not sure as I'm not sure about if morrowind set on medieval time. but in some moves, such as the underworld , there are vampries use crossbow without a foot reload, they even use it while on horseback.
so, I think change it just for a better looks is a good idea.


Thanks for the suggestions for the sneak.
For the crossbow follow though, I did a little research (wikipedia), and it looks like Morrowind uses 'stirrup' crossbows.
Notice those loop things on the end of the crossbows.
http://www.uesp.net/w/images/images.new/7/73/MW_Weapons_Crossbows.jpg

You insert your foot into the loop, then use your feet and arms to reload, like shown in this picture: http://en.wikipedia.org/wiki/File:The_Martyrdom_of_St_Sebastian_%28detail%29.jpg
Medieval crossbows were too tough to reload by hand alone, if people think I should go for a less realistic approach though, that's fine by me.

edit:Mr KWMonk: I use them both together, I haven't made any 1st. person animations yet.
Also, how are the new animations, has anyone got any criticism, or improvements for them?
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Eoh
 
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Post » Sat Oct 30, 2010 11:15 am

This is so great. There are a handful of reasons I switch between Morrowind and Oblivion-Oblivions archery system I love, normal mapping, and oblivions animations...Now I can start scratching one off the list and get closer to keeping my Morrowind disk in my drive forever =-)
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Pants
 
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Post » Sat Oct 30, 2010 7:57 pm

This is so great. There are a handful of reasons I switch between Morrowind and Oblivion-Oblivions archery system I love, normal mapping, and oblivions animations...Now I can start scratching one off the list and get closer to keeping my Morrowind disk in my drive forever =-)



Normal mapping shouldn't be too far off, and well....I probably wouldn't expect the archery system to be able to be fixed untill at least Fliggerty finishes his better battles mod or w/e its called. :D
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Laura-Lee Gerwing
 
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Post » Sat Oct 30, 2010 3:35 pm

This is so great. There are a handful of reasons I switch between Morrowind and Oblivion-Oblivions archery system I love, normal mapping, and oblivions animations...Now I can start scratching one off the list and get closer to keeping my Morrowind disk in my drive forever =-)


That's why you use two disk drives... one from which Morrowind is never removed, the other for whatever else =)
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Siobhan Thompson
 
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