Author Topic: Alternate Animations  (Read 547 times)

Legacy_Failed.Bard

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Alternate Animations
« on: August 05, 2012, 01:23:29 pm »


                 I'm slowly getting around to doing the full race range for the chair sit animations.

 Dwarf and half-orc are turning out to be the tricky ones, at least for females, since the greater shoulder width really throws off arm and hand positions.

  Halflings and gnomes have to have the rootdummy position altered, but that's turned out to be easier to do.  The base race models only have dummy nodes in them, which makes fine tuning more trial and error than I'd expected.

  Anyways, I started a project for it here.  For the moment, each animation will get its own zip file, containing the base races, plus a text file with all of the animations needed for either a_fa/a_dfa/a_ba/a_da use, or by race/pheno base model use.



'Posted

  The one I started with is the female "slouchy" animation I'd tried last in the ccc.  The dwarf and half-orc still need their arm placement adjusted, but the other four seem to be working properly.

Edit:  Fixed this one now too.
'Posted


  I'm on holidays this week, so I'm hoping to get the six sit animations done for all the races before I'm back to work.

I've got getlow and getlowlp replacement animation done as well that I'll be using for the zombies in my mod.  It changes their motions into something more akin to feeding.  I can add that as well if anyone else would be interested in it.

 Edit:  Quoting myself here, to put the tutorial link in this post as well.

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.


               
               

               


                     Modifié par Failed.Bard, 09 août 2012 - 01:22 .
                     
                  


            

Legacy_Pstemarie

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Alternate Animations
« Reply #1 on: August 05, 2012, 01:49:02 pm »


               Wouldn't mind the zombie animation for Q. Not sure how we'd work in the sit animations; but if enough people are interested and you don't mind, I wouldn't mind adding those either.
               
               

               


                     Modifié par Pstemarie, 05 août 2012 - 12:50 .
                     
                  


            

Legacy_Failed.Bard

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Alternate Animations
« Reply #2 on: August 05, 2012, 02:22:40 pm »


               Here's a short clip of the getlow and getlowlp animations, using Sixes' ghouls and ghasts.  I'll zip up the text file for the animations and add it to the project as well.

The sit animations would likely only work properly if added to the alternate phenos in the ACP.  That does seem like the best way to incorporate more than one of them.  If there's interest in them for Q, feel free to add them.   Assuming I can get them all working right, anyways.
               
               

               
            

Legacy_Mavrixio

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« Reply #3 on: August 05, 2012, 02:40:51 pm »


               Nice work!
               
               

               
            

Legacy_Jenna WSI

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« Reply #4 on: August 05, 2012, 05:44:01 pm »


               Thanks for doing this for all the races.Makes me wish we'd created something like this years ago '<img'>
               
               

               
            

Legacy_Failed.Bard

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Alternate Animations
« Reply #5 on: August 05, 2012, 06:46:12 pm »


               It's unfortunate, really, because the models themselves have gotten to be so much higher quality than what was originally released with the game, but the animations themselves are still largely the same.

 That's part of what made Sixes' ghouls stand out so much, that they gave them some unique movements.  The same could be said about quite a few creatures, but aside from the ACP I don't know of any packages aimed at improving the generic animations.

 Not that I plan to make a full package myself, but hopefully others will be more willing to give the animating part of it a try as well.
               
               

               
            

Legacy_Jenna WSI

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Alternate Animations
« Reply #6 on: August 05, 2012, 08:04:41 pm »


               I wonder if we could do alternative walks too. One a little more prissy for men, one more masculine for women or other ideas?
               
               

               
            

Legacy_henesua

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« Reply #7 on: August 05, 2012, 08:21:09 pm »


               I think the best solution is to add these to the alternate combat phenos. Those are fairly common phenos used to improve the game and yet their standard animations are wide open for change.

Another option is to look at the social pheno.
               
               

               
            

Legacy_Pstemarie

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« Reply #8 on: August 05, 2012, 09:05:53 pm »


               The ACP is about combat - not prissy walks and sitting animations. The Social would be a good place for these alternate wlaks and sitting animations. Or you could even do a sitting pheno and have all the sitting anims in the same super, but just as different custom names.
               
               

               
            

Legacy_henesua

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« Reply #9 on: August 05, 2012, 09:28:59 pm »


               If the walk or sitting pose fit the Alternate Combat style, I think it would be most appropriate with that pheno. The advantage of this is that you wouldn't need special animation triggers to access these special animations. It would simply replace the standard walk or standard sit etc... for that pheno.

However I can also see the wisdom in sticking these in the social pheno, since it makes more thematic sense. Still you'd need an interface for the player to identify the specific pose they wanted access to.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #10 on: August 05, 2012, 10:38:25 pm »


               I like them;)
               
               

               


                     Modifié par NWN_baba yaga, 05 août 2012 - 09:40 .
                     
                  


            

Legacy_Failed.Bard

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« Reply #11 on: August 06, 2012, 05:01:02 am »


               This one turned out a bit better, I just had to fix the sitting height for the dwarf, gnome, and halfling.

'Posted

Compiled zip is here:
  edit again:  Mostly fixed.  The three smaller races slightly sink into the ground before hopping onto the chair still, but the rootdummy issue is corrected.
  Another edit:  Fixed the last bits of problems with these, and updated the link.
               
               

               


                     Modifié par Failed.Bard, 09 août 2012 - 01:18 .
                     
                  


            

Legacy_Failed.Bard

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« Reply #12 on: August 06, 2012, 01:51:40 pm »


               The more casual,  forward leaning sit.
'Posted

The zip file containing pma0-pmh0, and the text file with just the animations, is in the project here.


  edit again:  Mostly fixed.  The three smaller races slightly sink into the ground before hopping onto the chair still, but the rootdummy issue is corrected.
Edit: Fixed this last issue, and updated the DL link.
               
               

               


                     Modifié par Failed.Bard, 09 août 2012 - 01:19 .
                     
                  


            

Legacy_Jenna WSI

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« Reply #13 on: August 06, 2012, 05:47:56 pm »


               

Pstemarie wrote...

The ACP is about combat - not prissy walks and sitting animations.


Then I'd suggest simply making it compatible already for the acp since it's used so much
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #14 on: August 07, 2012, 07:15:43 am »


               

Failed.Bard wrote...
Here's a short clip of the getlow and getlowlp animations, using Sixes' ghouls and ghasts.  I'll zip up the text file for the animations and add it to the project as well.

That is perfect!  I'm going to have to work that in for those critters.  My players will fear ghouls and ghasts more if they know they might not be able to be raised from the dead when their corpses are eaten.

Muahahaha!