Author Topic: Q mount animations  (Read 468 times)

Legacy_GIANTSWORD

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Q mount animations
« on: December 22, 2014, 09:14:22 pm »


               

Hello everyone!


 


I'm adding in a mount system to my module and after I drooled all over the project Q mounts I was surprised at the actual animations. While riding them they are very stiff and some have completely straight front legs.


I'm curious if anyone has tried to adapt new animations or maybe I'm simply implementing them wrong and they aren't using the right animations.  The only one I've found that has that proper "flow" to it is the Rhino mount, haven't tested the black rhino yet.


 


Anyway, if anyone has any answers or insight on this it would be much appreciated!



               
               

               
            

Legacy_Pstemarie

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Q mount animations
« Reply #1 on: December 22, 2014, 09:48:04 pm »


               

I'll have to PM Draygoth - the mounts are his work. From a cursory glance through the gryphon model it would appear the stiff legs may be caused by internal naming conflicts with the animation super. I'll have to explore further.



               
               

               
            

Legacy_GIANTSWORD

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« Reply #2 on: December 22, 2014, 10:03:21 pm »


               

Thank you!  Looking forward to hearing back



               
               

               
            

Legacy_OldTimeRadio

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« Reply #3 on: December 23, 2014, 07:13:20 pm »


               

As the creator of the rhino, I'm glad it was well received!  '<img'>


 


While I'm not entirely sure what this specific issue involves, it's important to note that Draygoth's method for producing the mounts is exceptionally clever (IMO), but it does come at a bit of a price.  From memory, the 1.69 horses are animated at their "shoulder", knee and fetlock joints (I hope those are the right words) but in most other mounts, the fetlock joint's animations (that last joint on the chain) usually has to be abandoned because it just doesn't look right when you map its animations onto other types of legs. 


 


What that means is that you will wind up with riding animations that look a little on the stiff side because only two joints-worth of animations are being used.  Given how the game's animation system works, the method is both clever and frugal- but not without a drawback or two.  This is not meant to address the completely stiff legs, just quirks in the overall effect.



               
               

               
            

Legacy_GIANTSWORD

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« Reply #4 on: December 23, 2014, 07:27:15 pm »


               

Nice work on that Rhino OldTimeRadio, I'm going to be looking for a reason to add that into my mod.  My Norse theme will make that a challenge.. haha


 


So you're saying that Rhino you made doesn't use the 1.69 version of mount animations?  The front legs seemed to be more natural.  It makes total sense why all the other Q mounts have the exact same animations if they are using an older framework for the movement.


 


I have my fingers crossed they can be reworked to flow like the newer looking horses.  They are completely stunning to look at while stationary but the moment you move they lose their charm.


 


We have a thread going in the scripting forums if you want to pop your head in there, I know Killmonger is offering to help out.


 


http://forum.bioware...und/?p=18176873


 


What programs are you guys using to check these animations out in?



               
               

               
            

Legacy_OldTimeRadio

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« Reply #5 on: December 23, 2014, 08:10:56 pm »


               

Actually, I implemented the exact same system Draygoth created.  There really isn't much of an alternative when it comes to mapping horses onto other creatures like that.  The reason the front legs might look more natural on the rhino (the only creature I submitted to his pack) is that I spent quite a bit of time in the skin weights editor, tweaking individual vertices so it looked as good as possible when at the extremes of the animation's motion.  My association with the project is limited to simply being an admirer of and one-time contributor to it.  I'm as much in the dark as anyone else about why any other mount behaves this or that way, when in motion, and someone more familiar with the pack is probably better qualified person to troubleshoot or address any of those issues.



               
               

               
            

Legacy_GIANTSWORD

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« Reply #6 on: December 23, 2014, 10:49:03 pm »


               

Ah, understood.  


 


Well, as a builder, I highly appreciate the detail and work you and the rest of the Q contributors put into this awesome content!  Thanks for the insight!



               
               

               
            

Legacy_Thayan

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« Reply #7 on: December 23, 2014, 11:36:01 pm »


               

I too would love to see some slight improvements to the animation of the griffons in Project Q. In addition, a long time wish of mine has been to find a griffon that actually has the jump up and fly away animation as well. when/If that day ever occurs, we will have Thay's vaunted Griffon Legion up and ready to wreak havoc from the skies...or even just walk around without stiff joints on the ground. '<img'>



               
               

               
            

Legacy_Mecheon

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« Reply #8 on: December 24, 2014, 05:17:32 am »


               I did try to get a working gryphon out of the lion at one point

It didn't work well. Gryphons are right proper blighters, especially when you're me and prone to giving them the ears and all
               
               

               
            

Legacy_Draygoth28

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« Reply #9 on: December 24, 2014, 02:52:21 pm »


               Just a heads up I have been reworking some of the mounts. I haven't shipped them off to Q headquarters due to a lack of free time. When I get a few more completed I will upload to drop box. Fyi these will replace existing ones. They move a lot more fluid, closer to the horse animation.
               
               

               
            

Legacy_GIANTSWORD

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« Reply #10 on: December 24, 2014, 04:19:52 pm »


               

Hey Draygoth,


 


Thank you for doing this and thanks for making beautiful mounts to begin with.  I love your work!



               
               

               
            

Legacy_Killmonger

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« Reply #11 on: December 24, 2014, 04:32:48 pm »


               

Ah, very good... '<img'>


 


I was confident Draygoth would be tending to his flock...Thank you sir...


Because he knows the particulars of each file, he is better poised to "fix" them up.


Giantsword may just have to be patient. (see other thread)


 


As I do not want to re-invent the wheel,


I am prepared to assist Draygoth, if he desires it.


Just let me know....


 


'<img'>



               
               

               
            

Legacy_GIANTSWORD

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« Reply #12 on: December 24, 2014, 05:01:27 pm »


               

Oh, I can wait.  Definitely worth the wait!  


 


Hey Draygoth, could I get a rough order you'll be fixing these in?  Want to know which quests I need to focus on making first  '<img'>


 


Here is the "wishlist" I posted for Killmonger in the other thread, in order of most wantedness  '^_^'


 


"Q_Goat_Black"                                            GoatB_mt - if doing only one goat, do black


"Q_Deer_mount2"                                        c_deer2_mt if doing only one deer, do grey


"Q_Wolf_grey_mount"                                  c_Wolf_mt


"Q_Fox_Red_mount"                                   c_fox_mt


Griffon, unarmored, not sure if its "Q_Gryph_mount" or "Q_Gryph3_mount"


"(Mount) Lizard: Subterranean"                   c_SubLiz_mt (too cool, BUT looks very difficult to animate properly since its on its hind legs.. do a black or brown bear instead of this one if it's causing a lot of problems)


 


'<3'



               
               

               
            

Legacy_Draygoth28

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« Reply #13 on: December 27, 2014, 04:18:11 pm »


               

I put a few of the new mounts in my WIP folder. Replacements for both the armored and unarmored Gryphon, Both Deer mounts (Overrides), and a couple of new ones that never got added. Two new armored Boar mounts, an Elk and the Zebra mount.



               
               

               
            

Legacy_kalbaern

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« Reply #14 on: December 27, 2014, 05:32:21 pm »


               


I put a few of the new mounts in my WIP folder. Replacements for both the armored and unarmored Gryphon, Both Deer mounts (Overrides), and a couple of new ones that never got added. Two new armored Boar mounts, an Elk and the Zebra mount.




An Elk? AN ELK?!?! A real elk? I've been waiting for a true elk for as long as NWN has had deer. Of course, I mean the english definition of elk and not the european definition (which is what english speakers call a moose). Can you add that as a non mountable version in Q at some point too?