WIPz] Animated Morrowind

Post » Fri May 27, 2011 1:50 pm

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Scotties Hottie
 
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Post » Fri May 27, 2011 6:13 pm

@iio

That should be easy I'll whip it up tonight.


Awesome! Thanks very much :).
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Rebekah Rebekah Nicole
 
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Post » Fri May 27, 2011 5:44 am

Awesome! Thanks very much :).

Scratch that I can't. After remembering the legs on it they are very complex and beyond my skills to animate because of the hydraulic solenoids on the legs and it's tri-jointed design.
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Wane Peters
 
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Post » Fri May 27, 2011 1:31 pm

I watched all your animated videos on youtube and I definitely am impressed by the quality so far. Keep up the good fight. :)
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Helen Quill
 
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Post » Fri May 27, 2011 10:21 am

Impressive!
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des lynam
 
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Post » Fri May 27, 2011 7:24 pm

Um ... can these animations be ported to Oblivion ? Or, can they be used as they are ?

Oblivion uses a different skeleton, so it's not possible to port Morrowind NPC animations over.

However, it is possible with a bit of work to convert whole creatures with animations etc. over to one game or another. If one wanted to.
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Tiff Clark
 
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Post » Fri May 27, 2011 9:16 am

Oblivion uses a different skeleton, so it's not possible to port Morrowind NPC animations over.

However, it is possible with a bit of work to convert whole creatures with animations etc. over to one game or another. If one wanted to.

Well, OB could really be in need of a proper body model haha.

Everything I've seen so far is either to ugly(default), to unnatural(huge bazoongas and hips n stuff, also huge hands). or somesuch.

BB is still today a work of art.
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Talitha Kukk
 
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Post » Fri May 27, 2011 5:44 pm

Oblivion uses a different skeleton, so it's not possible to port Morrowind NPC animations over.

However, it is possible with a bit of work to convert whole creatures with animations etc. over to one game or another. If one wanted to.
I see ... Thanks for clarifying :)
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stevie trent
 
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Post » Fri May 27, 2011 2:47 pm

BB is still today a work of art.


While true, I was under the impression that the BB team didn't make a body for Oblivion, because they thought the default bodies were good enough.
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No Name
 
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Post » Fri May 27, 2011 7:00 pm

Um ... can these animations be ported to Oblivion? Or, can they be used as they are ?


This cannot be done directly: MW and OB use different nif format.

However, this (animation transfer) can be easily done in Max. (minor differences in skeleton structure is not an obstacle: there several ways how to do that dependent on what you prefer to work with - CS biped or Max bones).

And the last but not the least: original animations cannot be transferred because this would be violation of authors' (BS) rights. In this particular case (custom animations) it is necessary to ask the author, Arcimaestro Anteres, for permission unless it would be allowed in the mod readme.

Arcimaestro Anteres's animations are fantastic (I love smith animation!!!)!

To "critics": please, not that MW skeleton is very simple (no twist bones like in OB, etc.). (Note that skeleton is only one of many MW animation problems.) Hence, it is just not possible in some cases to achieve smooth realistic animation without serious ugly mesh distortions. We have to accept a certain compromise elaborated by the author.

:)
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FLYBOYLEAK
 
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Post » Fri May 27, 2011 7:26 am

What limits does a creature skeleton have? If those are less strict, let's turn every NPC into creatures! ;P
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Hella Beast
 
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Post » Fri May 27, 2011 4:28 pm

What limits does a creature skeleton have? If those are less strict, let's turn every NPC into creatures! ;P

You can't persuade creatures, which means they also don't have disposition.
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Nicole Mark
 
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Post » Fri May 27, 2011 6:48 am

Creatures have no obvious skeleton limits (bone names and number), but they are from different game actor type than NPCs (AI packages, dialogues, sound system, etc.). Such replacement can work only in few particular game situations (e.g. cinematic scenes without any interaction).

:)
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Angelina Mayo
 
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Post » Fri May 27, 2011 7:05 am

To "critics": please, not that MW skeleton is very simple (no twist bones like in OB, etc.). (Note that skeleton is only one of many MW animation problems.) Hence, it is just not possible in some cases to achieve smooth realistic animation without serious ugly mesh distortions. We have to accept a certain compromise elaborated by the author.

:)


I agree about the skeleton, but most of the comments were fair, and I haven't seen that many which relate to the mesh distortions on the chest (which aren't too bad, it just looks wierd if you rotate the bones too much). If Anteres doesn't want criticism, he should just say, and no one would offer it. None of it was given rudely, and I'm sure Anteres can tell what's fair criticism and what isn't.

And though it might not be possible to make extremely realistic animations, it doesn't mean you can't still improve on them, stuff like adding certain actions into the animation, and making them do certain actions at more realistic times are perfectly fair comments.

Anteres, your animation skills are getting better and better, can't wait to see what you come up with next. ^_^
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Mandi Norton
 
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Post » Fri May 27, 2011 9:04 am

This is amazing. Can't wait for it to be released.
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Kristian Perez
 
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Post » Fri May 27, 2011 12:17 pm

WOW, really nice? But how it works? The NPC stops the action when is activated by the player? There are a transition between your animation and the base ones?
In any case congratulations, its a real advance in the animation side of works??
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bimsy
 
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Post » Fri May 27, 2011 7:47 am

any news ?

more than 5 animations allready, It's a good time to release.
I'm eager to see how it run in my modding project.
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Conor Byrne
 
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Post » Fri May 27, 2011 3:28 pm

In case you are still looking for ideas, perhaps the factions need some animations in their guildhouses: Someone in the Fighter's guild could be practicing on a practice dummy, someone in the mages guild could be brewing potions, someone in the Morag Tong could be polishing/poisoning his blade...
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k a t e
 
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Post » Fri May 27, 2011 2:43 pm

In case you are still looking for ideas, perhaps the factions need some animations in their guildhouses: Someone in the Fighter's guild could be practicing on a practice dummy, someone in the mages guild could be brewing potions, someone in the Morag Tong could be polishing/poisoning his blade...

thieves guild could be practicing on a lock?
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Guy Pearce
 
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Post » Fri May 27, 2011 4:10 pm

What about sitting at a table polishing/sharpening one's weaponry (not polishing that spear, you crazy kids you)?
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natalie mccormick
 
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Post » Fri May 27, 2011 2:04 pm

What about sitting at a table polishing/sharpening one's weaponry (not polishing that spear, you crazy kids you)?


What spear :confused: ... :slap:
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Danny Warner
 
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Post » Fri May 27, 2011 5:34 pm

I've been busy with other things (and getting back in shape), but I hope to start on some new animations soon, preferable exercising animations such as push-ups, crunches, and maybe even meditation.
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Dustin Brown
 
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Post » Fri May 27, 2011 4:34 pm

What spear :confused: ... :slap:

http://uesp.net/wiki/Morrowind:The_Lusty_Argonian_Maid
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Poetic Vice
 
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Post » Fri May 27, 2011 2:00 pm

WOW, really nice? But how it works? The NPC stops the action when is activated by the player? There are a transition between your animation and the base ones?
In any case congratulations, its a real advance in the animation side of works??

at the moment, the animation stops when the Npc is attacked, but I want to create transiction between these aniamtions and the fighting


any news ?

more than 5 animations allready, It's a good time to release.
I'm eager to see how it run in my modding project.

I am now working on a http://www.gamesas.com/bgsforums/index.php?showtopic=1024231 (that is a shorter project than Animated Morrowind). Once I complete it, I'll continue the animations


In case you are still looking for ideas, perhaps the factions need some animations in their guildhouses: Someone in the Fighter's guild could be practicing on a practice dummy, someone in the mages guild could be brewing potions, someone in the Morag Tong could be polishing/poisoning his blade...

thieves guild could be practicing on a lock?

What about sitting at a table polishing/sharpening one's weaponry (not polishing that spear, you crazy kids you)?

always looking for more ideas :)
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Ysabelle
 
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Post » Fri May 27, 2011 1:41 pm

This is just awesome. I was just wondering if you had made animations for people reading books so I checked the OP and sure enough. Very neat. So I watched all the videos (have seen some before) and I like just about everything. The whistling fisherman is really cute. My only question mark is the chosen drum sound for the ashlander drummer. It just sounds a bit, I don't know, not as I'd expected drums coming from them to sound. (Can I be any vaguer?) But that's of course extremely minor (and subjective at that). Anyway, this will be epic. It will do wonders for making the gameworld come alive. Really looking forward to it. Keep up the good work.
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Dorian Cozens
 
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