[RELz] Some Stuff

Post » Fri May 27, 2011 2:30 pm

Thanks, I'll make weapon versions of the animations then, and get RunBackwards done.
I wish we had some better male body meshes to go with these... I've been finding some wierd rigging issues with BB.
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Rachell Katherine
 
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Post » Fri May 27, 2011 12:19 pm

These look great! I look forward to your replacer package! I suggest making the arm and hand movements a bit more fluent.
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Alexandra Ryan
 
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Post » Fri May 27, 2011 7:28 pm

Nice work and I like the Dagoth ur(Spelling?) animations too.
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teeny
 
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Post » Fri May 27, 2011 11:13 pm

Aeven: I can't mess with hand movement unfortunately, the left hand is attached to the shield, so if I start animating the hands, the shield will shake about.
And with only two finger bones, finger movement won't look good. I can try to improve the arms, though I'm not sure how to go about making it more fluent, can you explain a little?

IronBeast: Thanks, though it's only Bethesda animations transferred onto a biped (though it took a little work), Bethesda takes credit for those.
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Laura Samson
 
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Post » Fri May 27, 2011 3:56 pm

I always hated Morrowinds animations, but not any more.

That truly is a masterpiece!
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liz barnes
 
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Post » Fri May 27, 2011 7:51 pm

Aeven: I can't mess with hand movement unfortunately, the left hand is attached to the shield, so if I start animating the hands, the shield will shake about.
And with only two finger bones, finger movement won't look good. I can try to improve the arms, though I'm not sure how to go about making it more fluent, can you explain a little?

IronBeast: Thanks, though it's only Bethesda animations transferred onto a biped (though it took a little work), Bethesda takes credit for those.


OH I.C...Never actually made it to him though I'm still waiting for a few mods before I do the mainquest. :lol:
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Kelly John
 
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Post » Fri May 27, 2011 9:55 pm

This is really a great enhance ! I use this mod replace both male and female animations, looks much much better than before. well done !
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rae.x
 
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Post » Fri May 27, 2011 4:21 pm

Wow, I've missed a lot in the past week.
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i grind hard
 
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Post » Fri May 27, 2011 11:13 am

@Dirnae
I've noticed that your walk forward animation has an odd startup - the right foot moves back a bit before pushing off and starting to walk forward. It's a bit too exaggerated currently, maybe make the motion more subtle and bring the foot up off the ground then forward to start.

Your other improvements over the initial release are great! B) :thumbsup:
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barbara belmonte
 
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Post » Fri May 27, 2011 1:48 pm

Thanks tetchy, deleting and moving a few keys seems to have fixed that. I'll upload it later.
I've also fixed an issue with the blending from idle to walking/running animations, the transition should be even smoother now. If you've got any other suggestions, feel free to share them.

I've extracted the idle poses from the original Morrowind animations onto a biped, so I can start adapting these into weapon animations.
How would people prefer me to go about the weapon animations then? Should I make it Morrowind like, where it's the same, except the character's holding a weapon, or should I make something more unique and stylized (may require other animations, but it'd be easy stuff really).

If it's the latter, some examples would really be nice.
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ShOrty
 
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Post » Fri May 27, 2011 5:27 pm

Thanks tetchy, deleting and moving a few keys seems to have fixed that. I'll upload it later.
I've also fixed an issue with the blending from idle to walking/running animations, the transition should be even smoother now. If you've got any other suggestions, feel free to share them.

I've extracted the idle poses from the original Morrowind animations onto a biped, so I can start adapting these into weapon animations.
How would people prefer me to go about the weapon animations then? Should I make it Morrowind like, where it's the same, except the character's holding a weapon, or should I make something more unique and stylized (may require other animations, but it'd be easy stuff really).

If it's the latter, some examples would really be nice.

I remember some ideas for Khajit/beast hand to hand was to get down on all four and leap at the opponent. I love this idea =)
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Kat Ives
 
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Post » Fri May 27, 2011 9:09 pm

I meant for the weapon versions of the run and walk animations.
I might make some weapon attack animations later, but I don't think I'm going to do any race specific ones too soon yet though...

Would anyone like the other running and walking animations like Morrowind, where it's the same run and walk, just with a weapon, or like something else?
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Nick Swan
 
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Post » Fri May 27, 2011 9:42 pm

Honestly, any additional options will be quite welcome -- whatever is more enjoyable to work on is what you should do!
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Tai Scott
 
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Post » Sat May 28, 2011 1:58 am

These are great. Any chance you could do a female Walk Forward replacer as well? Or would it work if I just copied the male animation into the 'female' folder? I don't know anything about animations.
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Gisela Amaya
 
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Post » Fri May 27, 2011 11:14 pm

These are great. Any chance you could do a female Walk Forward replacer as well? Or would it work if I just copied the male animation into the 'female' folder? I don't know anything about animations.


You can set it to also apply for females.

EDIT: I know you can normally, I'm just not proficient with animkit. If nobody answers your question in a few, I'll get back to you.

But now, it is time for :foodndrink:
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Daniel Brown
 
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Post » Fri May 27, 2011 3:16 pm

Yeah, you'll just need to place the WalkForward; animation in a 'female' folder.
I haven't tested these animations with a female character, so I'm not sure how they'll look.

I made these mainly for male characters, seeing as female characters already had axel's female animations.
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matt
 
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Post » Fri May 27, 2011 10:24 am

I've just tested this and I must say, this is impressive!

My only complaint is that when the player, and NPCs, start walking, they seem like they slowly start and then gear on. I mean, the transition from the idle animation and the walking animation is not instant, like in the vanilla MW. I don't know whether this is intentional but it rather seemed like a bug to me.
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JR Cash
 
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Post » Fri May 27, 2011 1:05 pm

I have to admit that I would love, love, love to see a different version than Axel's female animation (if it's the same one I'm thinking of). Something more natural, and I think you're the one who can do it, judging by your present work on these animations.
Don't let other people working on the same sort of mod stop you. If everyone in life did that, we'd never progress! ;)
You've done a really great job with these because you have kept them natural and mild rather than extreme and unnatural. This is the only animation mod I've seen like that.

Keep it up if you enjoy doing it!

Edit/PS:
The esp you've included has the evil gmsts still present. I notice they have been marked "ignored" in the CS but, opening it with enchanted editor, they were all there. Not sure what that means but I've gone ahead and cleaned out mine and left only the two gmsts you've edited.
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Andrew
 
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Post » Fri May 27, 2011 2:47 pm

Hmm... I thought it'd be fine if I just marked them as ignored, I'll remove the GMSTs completely in the next upload.
Anyway, I haven't been able to mod much lately, I've only got the 1h walk animation finished, I'm keeping them Morrowind style (seems to be the wiser option).

I'm gonna improve the run, I'm not too happy with the arm movement atm. And I can try making a female walk animation, I'm just not sure about how I should go about making one, I usually svck at animating that kinda thing.

About other people doing the same sort of mod, the only reason I care is that I've been wanting to improve other things, for example I was thinking of remaking a few of Morrowind's creatures if I could get my creature animations working (I have a pretty much finished nix-hound animation, I just can't get it to work). However this animation replacer has been eating into a huge amount of my modding time, and I guess I was losing my determination as well. I'll continue with it though. So I guess I should get a WIP page up, though I might just fade into the background and work on it secretly (suits me better I think :shifty:).
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Tina Tupou
 
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Post » Fri May 27, 2011 5:55 pm

So I guess I should get a WIP page up, though I might just fade into the background and work on it secretly (suits me better I think :shifty:).


Trying to get away from us now? We have your screen name. You can't escape. Especially with such a great WIP. ;)
I dunno if you're interested in any advice but:
For starters, I absolutely love the Walk animation. It's so much better and more natural than the original. Actually, so is the run animation but, as I know you've already mentioned, the arms could use a little adjusting. From what I can see, it is mostly from the back that is needs to look better. Looking at it from the front is quite nice. Unfortunately, most of what we see while playing is the back of the character. ;)

My eye says that the arms could use a little loosening up on the sides instead of squeezing inward, especially around the elbows and down. It almost looks like he's running trying to hold a blanket around himself from dropping. It's hard to explain but, I'm sure you get what I mean. Just a little looseness and widening of the arms would be amazing.

I have to say that your walk animation has made it's own permanent place in my game. It's that awesome. :)
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Gavin boyce
 
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Post » Fri May 27, 2011 3:21 pm

I've installed the walk animation in my game, and I have to say it's really very, very good!
There are a few quirks though, and although I'm pretty sure your probably aware of them, I'll still write them in case:
1)There's a strange transition between walking and running (This was a vanilla animation btw), it's sort of jerky and stiff. I can't really explain it.

2) In first person view while walking, the footsteps sound too 'fast' as if you were running, not walking.

Otherway, best of luck with these wondrous animations! :D
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Ilona Neumann
 
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Post » Fri May 27, 2011 11:36 pm

this is a awesome mod but for some reason when i'm in a fight the enemy runs super fast now did i do something wrong?
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Philip Rua
 
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Post » Sat May 28, 2011 1:58 am

Hands-down the best walk/run animations I have seen. I was skeptical because of my experiences trying out some other animation mods that were ridiculously overdone but, holy crap, these are awesome.

I don't think you'd have to change too much to do an animation for females. Just a few tweaks, really, to take away a little bit of the manly "swagger", heh. Look at Oblivion. It uses the same exact animation for walking/running for female and male characters and they look fine. No pressure on the female anims, though. I just wanted to let you know that you're almost there. It would be amazing to see a natural female animation without a ridiculous looking hip-sway. I mean, I don't mind a little hip but, well, some are just plain foolish. :rolleyes:

I, too, have experienced "fast feet sounds" in 1st person view.
I also notice the heavy pause...or slow start of the animtions. I'm sure you are now well aware of these but, just in case.

I'm amazed by these and am really psyched to see what you do next. I don't think I will ever be able to use vanilla anims again.
Cheers.
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Ernesto Salinas
 
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Post » Fri May 27, 2011 11:25 pm

Yeah, I know about some of these issues, however I'm not getting issues with the first person animations, most likely because I'm using Darknut's 1st. person enhanced.
This doesn't include 1st. person animations, I can't figure out how I'm supposed to replace 1st. person animations with the animation kit (does it support 1st. person animations?).

The start of the walk has been fixed for a while now, I just haven't got round to uploading it, because I'm remaking the run to something which should look a hell lot nicer. ^_^
I'll give female animations a go a little while later, I'll just add a little hip movement, and see if I can bring the arms and legs closer together, maybe lower the shoulders a bit too. It'll be very subtle changes though.

And thanks everyone, it's good to know I'm doing something right, I always planned on these animations to be a replacement, unlike other more.... 'unique' animations out there.

edit: Mirelurk, I've come across similar issues in the past, I think it's because the original animations have bones w/o animation, meaning some animation from my walk/run is carried over.
I could try to match them up properly, by either deleting animations on my animation, or editing the original, the latter being the solution I would like to take, but is slightly more difficult.
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 4:14 pm

@Dirnae,
It's funny you mentioned Darknut's 1st person mod, because I just tried that out yesterday. It's awesome and it does, indeed, stop the feet from sounding too fast in first person view. Of course the *slight* drawback is that the animation is Vanilla so you can still sense (and hear) the original clunkiness everytime you walk in 1st person. It would be supremely awesome to see your mod work with that. Darknut's is definitely better than original 1st person view and it definitely covers up the "fast feet" sounds by using the original animation sounds.
Much coolness.

I'll say it again, this is some of the sickest work I've yet to come accross.
Can't wait to see what's up next.
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Farrah Barry
 
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