Author Topic: Alternate Animations  (Read 549 times)

Legacy_Failed.Bard

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Alternate Animations
« Reply #15 on: August 07, 2012, 02:22:27 pm »


                 Here's the last of the male sit animations I'd done for the ccc, in all six racial varieties.
'Posted
  The zip for this one is in the project here.


 I took a bit more time on this one, trying to avoid the issues I had with the others.

  It seems like when converting a human sized animation to a shorter race, gmax wanted to reset the rootdummy height to compensate.  What I ended up doing to avoid that, was start with the base model (pm*0) as a text file.  The animations would still be saved under the proper .mdl name, but once it was finalized I copied the animation portion from the new model back into the original model and used that.
  That way even if I did something to screw up the base model it would be fixed regardless with the simple copy/paste of a few lines.

  If anyone has any ideas why it happens in the first place it'd be nice to know though.
               
               

               
            

Legacy_Failed.Bard

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« Reply #16 on: August 08, 2012, 08:30:26 am »


                 Back to the female animations now, the original crossed legs one.
'Posted
  The zip for it is here
               
               

               
            

Legacy_Carcerian

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« Reply #17 on: August 08, 2012, 12:44:30 pm »


               Dam u make it look easy '<img'>

(knows it must be a lot of tedious work)
               
               

               
            

Legacy_Failed.Bard

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« Reply #18 on: August 08, 2012, 01:01:38 pm »


               Tedious, yes.  Hard, no.  Using the a_fa or a_ba as a base, I could probably make a sitting animation for a human in 5-10 minutes.  Assuming I know specifically what I want to change anyways.

 The trick is in compressing the existing keys to give room for the added part, without changing the length of the overall animation, or making it look too fast overall by compressing the original too much.
 I'll make up a demo for it once I get finished the last female sit animation to show the process.
               
               

               
            

Legacy_Shadooow

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« Reply #19 on: August 08, 2012, 01:08:05 pm »


               Very interesting, probably best content from last CCCh. Especially like the eating ghouls, knowing this you can probably make anything special abilities related - I mean, I always wanted to make something like Diablo's ice touch etc, but the default anims doesnt suit well. Same with lightning stream.

Anyway, the sitting half-orc lady is quite strange actually ':wizard:'
               
               

               
            

Legacy_Failed.Bard

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« Reply #20 on: August 08, 2012, 02:04:28 pm »


               Here's the last of them.
'Posted
The zip is in the project here
               
               

               
            

Legacy_Failed.Bard

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« Reply #21 on: August 08, 2012, 02:11:07 pm »


               

ShaDoOoW wrote...

Very interesting, probably best content from last CCCh. Especially like the eating ghouls, knowing this you can probably make anything special abilities related - I mean, I always wanted to make something like Diablo's ice touch etc, but the default anims doesnt suit well. Same with lightning stream.

Anyway, the sitting half-orc lady is quite strange actually ':wizard:'


  The one in the first picture?  I still have to fix the dwarf and half-orc in that one, and correct the initial standing height for the dwarf, gnome, and halfling in the first two male sits.

  As for the ice touch and lightning stream, I have no idea what those look like.  If they're vfx related, I wouldn't know where to start.  If it's just a matter of a modified cast animation for a specific creature (or creature supermodel), that I could likely do.
               
               

               
            

Legacy_Failed.Bard

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« Reply #22 on: August 08, 2012, 05:27:30 pm »


                 I just finished uploading a tutorial clip for how to make the animations in Gmax.  It took me a little bit longer than I'd expected, the clip is 12 minutes, but shows right from the base unmodified model right through to in game testing.

  The clip is on my youtube page here.  The steps are in the description of the video, hopefully they'll help explain what I'm doing in it at certain stages and why.
               
               

               
            

Legacy_Carcerian

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« Reply #23 on: August 08, 2012, 09:53:48 pm »


               

Failed.Bard wrote...

  I just finished uploading a tutorial clip for how to make the animations in Gmax.  It took me a little bit longer than I'd expected, the clip is 12 minutes, but shows right from the base unmodified model right through to in game testing.

  The clip is on my youtube page here.  The steps are in the description of the video, hopefully they'll help explain what I'm doing in it at certain stages and why.


TYVM '<img'>
               
               

               
            

Legacy_Failed.Bard

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« Reply #24 on: January 26, 2013, 10:42:31 pm »


                 I made some tweaks to the zombie feeding animations, and added the new version to the projects page I'd made for animations.
 It's just the getlow and getlowlp animations in text format again, one version set up for a_ba use, and another for use in c_mum_com, which the standard zombies supermodel into before a_ba.

  I'll likely set up an example clip with Baba  Yaga's improved zombies later today showing the changes .


Animation DL is here.