WIPz] Animated Morrowind

Post » Fri May 27, 2011 4:34 pm

A good Spirit pointed me to this video,

http://www.youtube.com/watch?v=JjdPuwmag4M

It will be nice to have another animation for the alchemists... just we do not want the Npcs to act all the same )
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 3:43 pm

That animation does look cool, AA. :)
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Talitha Kukk
 
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Post » Fri May 27, 2011 5:52 pm

Antares, keep up the awesome work. You are truly one of the best modders out there.
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Alba Casas
 
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Post » Fri May 27, 2011 8:38 pm

Hi, I?ve been following this and It seems to me that it?s going to be a must have... I think that you are doing a great work and every video I?ve seen looks great, and I think that this kind of thing combined with MCA or the new NPC addition by starfire would couple hand by hand...

I have no animation skill or will, but if you consider I have an idea for some animations..., maybe you could work on some elder animations like hunch walking or maybe with a walking stick, or you could take it even further, and make a full set of animations like osiel?s ninjas but more eldery so that every dark and aged wizard and every veteran knight faces out there have a matching body movement maybe some limp walk?? anyway just an idea
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+++CAZZY
 
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Post » Fri May 27, 2011 6:41 am

Hey, AA

I have to say I love your work!

I remembered this thread from some time ago: http://www.gamesas.com/bgsforums/index.php?showtopic=1000663

Maybe you could use this technique to ad even more diversity to your animations or even get fat NPC's and such :angel:
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Rob Davidson
 
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Post » Fri May 27, 2011 9:08 am

If he can open base_anim in Blender that is, which is supposedly pretty difficult seeing as it's a 5000 key long animation.
I have max, which is better at opening large files, and even then it's tough work.

You can give it a go AA, but tbh you might as well leave it. If you made many of your animations scaled, you'd be looking at a very large download size for this.
Leave that for a whole other project mate, it's great what you're doing as it is. :)
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ladyflames
 
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Post » Fri May 27, 2011 4:10 pm

If anyone does want the baseanim as a blend file I think I've still got it somewhere, but you'll need a better machine than mine to animate with it (mine runs out of memory and crashes - but my PC is pretty old so you might have better luck). IIRC it took about 5 hours to import that thing. :o It was a while ago though, so if there have been recent improvements to the import scripts you'll need a fresh import anyway (I'm really out of touch these days!).

BTW, it's just wonderful to see animators working on MW mods again! :celebration:
At one time I was trying to write a tutorial on exporting anims from Blender for MW, but I got stuck - I can't actually animate, so I was trying to figure out how to convert bvh files, but I never worked out how to convert the loc info. The whole point was to try to encourage people to make new animations - so I'm really glad it wasn't needed in the end! :D
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Claire Lynham
 
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Post » Fri May 27, 2011 12:32 pm

If he can open base_anim in Blender that is, which is supposedly pretty difficult seeing as it's a 5000 key long animation.
I have max, which is better at opening large files, and even then it's tough work.

How about using LizTails AnimKit to separate it into smaller files?
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Jessica Nash
 
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Post » Fri May 27, 2011 2:21 pm

How about using LizTails AnimKit to separate it into smaller files?

That would definitely be more sensible IMO. Forgot about that for a moment there :facepalm:
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Pete Schmitzer
 
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Post » Fri May 27, 2011 11:38 am

Quote from axel:

I have serious doubts about the use of LizTail’s kit:
1. I wonder whether scale keys are supported. Usually only linear bone rotation and root bone translation are used for MW animations.
2. Merge kfs, probably will result in reset of body shape during certain (not scaled) animation sequences.


So if it supports scaled aimation you will have to scale each animation precisely and seperately. According to my base_anim animation kit folder that's 206 animations. So melian has the sensible idea actually.:)
It would take a very large amount of work, this project is about providing unique idles, if AA wants to extend that, that's fine, but you should be grateful for the huge amount of effort he's putting into this already.

Plus you can't import .kfs on their own, so it would take some effort converting the generated preview animations into useable .nifs.
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Kayla Bee
 
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Post » Fri May 27, 2011 8:20 am

I wasn't trying to say anyone *should* do anything, just *if* anyone wanted to, that's all. :)

BTW: I think someone mentioned a need for scripts? Since I turned out to be useless on the animation side, I'm willing to help with scripting if it's needed (if I can - I'll do my best of course!).
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Daddy Cool!
 
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Post » Fri May 27, 2011 7:32 am

Question.

Will this be compatible with Living Cities of Vvardenfell? And will you also add the inclusion of animations to the NPC's for Morrowind Comes Alive?
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Steve Fallon
 
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Post » Fri May 27, 2011 3:05 pm

At one time I was trying to write a tutorial on exporting anims from Blender for MW, but I got stuck - I can't actually animate, so I was trying to figure out how to convert bvh files, but I never worked out how to convert the loc info. The whole point was to try to encourage people to make new animations - so I'm really glad it wasn't needed in the end! :D

Only recently, Amorilia at NifTools forum fixed some issues with the exporter from Blender to Nif format. There are still some problems, but now there is a chance to animate Npcs and modify the animation and the models of the creatures. I am trying to make a new creature. I tried to aniamte the static mummy container. I could make every aniamtion group working, just the walking forward doesn't work, and it is not clear to me why :(


Question.

Will this be compatible with Living Cities of Vvardenfell? And will you also add the inclusion of animations to the NPC's for Morrowind Comes Alive?


I added animations also to Sococius Ergalla. If LCOV modifies Sococius, then yes, there is a conflict. With MCA there shouldn't be yet.
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Farrah Barry
 
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Post » Fri May 27, 2011 9:10 am

http://www.youtube.com/watch?v=I35a7_1XHhI
Lette is a female Redguard who suffers the Swamp Fever. You, as member of the Temple, are sent to cure her, but she didn't look ill, so I made a short easy animation and sound for her.
I scripted her so that she will play this animation often (60%) until she gets cured

Maybe you could also do something for http://www.uesp.net/wiki/Morrowind:The_Man_Who_Spoke_to_Slaughterfish
He is suffering from Greenspore. From the Wiki: " Symptoms include irritability and violent outbursts, and may include mild dementia."

Maybe he could be holding his head, or wiping his face.
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sw1ss
 
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Post » Fri May 27, 2011 3:41 pm

Maybe you could also do something for http://www.uesp.net/wiki/Morrowind:The_Man_Who_Spoke_to_Slaughterfish
He is suffering from Greenspore. From the Wiki: " Symptoms include irritability and violent outbursts, and may include mild dementia."

Maybe he could be holding his head, or wiping his face.

And don't forget http://www.uesp.net/wiki/Morrowind:Tanusea_Veloth, who suffers from Corprus disease. Judging from how Corprus zombies move, she could be walking lamely and breathing heavily.

Extraordinary work on this mod too, some of those animations are very refined and breathtaking.
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Jason King
 
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Post » Fri May 27, 2011 8:44 pm

Only recently, Amorilia at NifTools forum fixed some issues with the exporter from Blender to Nif format. There are still some problems, but now there is a chance to animate Npcs and modify the animation and the models of the creatures.

That sounds good! Does it allow changes to the biped skeleton? Could we add the 1st person finger bones as extra bones in the shoulder or something? I was trying to make a new race a while back and gave up because I just couldn't stand the shoulders twisting up like they do!

I am trying to make a new creature. I tried to aniamte the static mummy container. I could make every aniamtion group working, just the walking forward doesn't work, and it is not clear to me why :(

Just took a look at your post on NifTools forum - sorry, I've no idea. :( I never really experimented with creatures at all. Maybe you have to animate the foot hold node instead of the armature for the loc keys??
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Sheila Esmailka
 
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Post » Fri May 27, 2011 9:25 am

I love the alchemist animation! I wonder what the next one will be ;)
Still hope there will be some wounded animations! xD
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Solina971
 
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Post » Fri May 27, 2011 12:38 pm

Absolutely fantastic! I can't wait to get this!

i love the alchemist as well, but I love that soccius actually does something important now.
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maria Dwyer
 
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Post » Fri May 27, 2011 5:56 pm

Maybe some funny anims like nasty habbits? :evil:
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Michelle Chau
 
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Post » Fri May 27, 2011 8:54 am

Awesome work, Arcimaestro Antares, animated npcs bring a lot of life to Morrowind!
I specially like the fishig and reading ones ^ ^

This lead me to another thought, the idea of an animation pose mod "a la Oblivion" using scripting.
Oblivion pose mods use an object that is added to player miscellaneous inventory. When used, and inventory is closed, a menu window pops up with different options for the player, a list of poses available to use. They can be static or animated poses. When an option is choosed, we see our character doing the selected move. That is used mainly for eye-candy and character pose purposes.
It would be awesome something like that could be done with your animations, Arcimaestro.

As an example I'll copy here the script of the Oblivion animation mod "Simple Pose" by Geechan:

ScriptName a000SimplePoseQuestScript

float fQuestDelayTime

short onece
short menu
ref target
short major
short minor

Begin GameMode
if onece== 0
set onece to 1
Player.addSpell a000SimplePoser
Player.addItem a000SimplePoseCrystal, 1
set fQuestDelayTime to 0.2
endif

if target == 0
set menu to 0
set major to -1
set minor to -1
StopQuest a000SimplePoseQuest
return
endif

if menu == 0
if MenuMode == 1
return
endIf

set menu to 1

if major == -1
;; MessageBox "===[ M A I N M E N U ]===", "[ Exit Menu ]", "[ Reset Current Pose ]", "< Major 0 >", "< Major 1 >", "< Major 2 >", "< Major 3 >"
MessageBox "===[ M A I N M E N U ]===", "[ Exit Menu ]", "[ Reset Current Pose ]", "< Laying >", "< Sitting >", "< Standing >", "< Other >"
elseif major == 0
;; MessageBox "==[ Major 0 ]==", "[ Back to Main ]", "< Minor 0 >", "< Minor 1 >", "< Minor 2 >"
MessageBox "==[ Laying-1 ]==", "[ Back to Main ]", "< Laying1 >", "< Laying2 >", "< Laying3 >"

elseif major == 1
;; MessageBox "==[ Major 1 ]==", "[ Back to Main ]", "< Minor 0 >", "< Minor 1 >", "< Minor 2 >"
MessageBox "==[ Sitting-1 ]==", "[ Back to Main ]", "< Sitting1 >", "< Sitting2 >", "< Sitting3 >"

elseif major == 2
;; MessageBox "==[ Major 2 ]==", "[ Back to Main ]", "< Minor 0 >", "< Minor 1 >", "< Minor 2 >"
MessageBox "==[ Standing-1 ]==", "[ Back to Main ]", "< Stand1 >", "< Stand2 >", "< Stand3 >"

elseif major == 3
;; MessageBox "==[ Major 3 ]==", "[ Back to Main ]"
MessageBox "==[ Sitting-1 ]==", "[ Back to Main ]"

else
MessageBox "Illegal State Error: Menu == %g, Major == %g, Minor == %g", menu, major, minor
set target to 0
endif

elseif menu == 1

if major == -1
short button
set button to GetButtonPressed

if button == -1
return
elseif button == 0 ;;; Cancel
set target to 0
elseif button == 1 ;;; Clear pose
set major to 999
set minor to 999
target.AddSpell a000CTPickIdle
set menu to 999 ;; dummy
else
set major to ( button - 2)
set menu to 0
endif

else if major >= 0 && major <= 7

short button
set button to GetButtonPressed

if button == -1
return
elseif button == 0 ;;; Back to Main
set major to -1
set menu to 0
else
set minor to (button - 1)
target.AddSpell a000CTPickIdle
set menu to 999 ;; dummy
endif

else
MessageBox "Illegal State Error: Menu == %g, Major == %g, Minor == %g", menu, major, minor
set target to 0
endif
endif

End


There are two more scripts used to add the object for player in inventory and another one that adds a spell that allows the player to enchant npcs, making them do the animations of the list.

I know in some ways scripting for Morrowind / Oblivion can be close, but would be possible to do something like this for Morrowind?

Here's an "Actors in Charge" video:
http://www.youtube.com/watch?v=7VVuYEzlEx8http://www.youtube.com/watch?v=7VVuYEzlEx8

And here a link to Actors in charge relz in Planet Elder Scrolls by Trollf in 2008:
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1779

Sorry for the long post!
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Ymani Hood
 
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Post » Fri May 27, 2011 6:10 am

A pose mod would be "sort of" possible for MW - not the same as in Ob though. I've been thinking of something similar to this actually. It would use basically the same method as LAL, so it would be kinda limited compared to Ob (it would work by cloning the player, making the clone do the animation and hiding the "real" player while it's happening).
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lisa nuttall
 
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Post » Fri May 27, 2011 8:00 am

Great work! btw I have two suggestions for animations if they havn't already been suggested. A Cheering/Victory animation. It would be cool to force an npc into a victory idle animation after it finishes combat. I could also find uses for a looting/body checking animation (the character bending down over a body checking it out) I love what you have done so far and can't wait to see how you put it all into the game.
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Sophie Payne
 
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Post » Fri May 27, 2011 7:46 pm

For a looting animation I think it would make more sense to be kneeling next to the body.

These look amazing, it just makes me think how awesome would it be to have Fargoth jump into the air and to a heel click or some other odd way of showing he's happy when you turn in the ring. Having Foryn Gilnith shaking his head no when you show what you know. Have some npcs laugh or cackle when you attempt to intimidate or taunt them and others cower?

I can imagine a burly companion flexing at times, you could probably make an encounter where an npc holds a dagger to your characters throat. Very nice stuff!
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 8:28 pm

Perhaps some sort of thief animation. Like thieves sneaking around at night, or something of that nature?
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Esther Fernandez
 
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Post » Fri May 27, 2011 5:54 am

Perhaps some sort of thief animation. Like thieves sneaking around at night, or something of that nature?

How about sleeping people?

It really bugs me that no one in morrowind sleep. I would think that at some point people would go to bed since they obviously have them. maybe a script that sends people to their homes and into bed at a certain time?
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Maria Leon
 
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