This thread is to post about the new animations that will be need by things like the saber stances etc.
1) Adding a 'Force dodge jump' where it would act like the side dodges but would make you jump a very short way in the air. This would be rather awesome in saber duels (especially with the new saber fighting). It also is present in the movies.
It might be a good idea yeah. But i'm not gonna touch an anim until i see how razorace's saberlock/microsaberlock system will work. Then I'd primarilly focus on making the anims for fluid if needed.
I don't put much faith in the possibility of new animations that are useful and any good. They're just too difficult to do and we don't have enough manpowe.
Anyway, as for animations we'd like...I can't think of any at the moment but I'm sure I'll find some when I start digging into things.
Making animations is overrated. It's not nearly as hard as you think. The attitude of, "Ooh, animations, too hard, screw it" (along with many other things) is why people fail.
There's a difference between making animations and making good animations. :)
Who cares if they aren't up to par with JA's? Don't let the high quality intimidate you. Mods for many other games have sub-par animations, and they're fine.
Well, if it looks like crap, it's going to stick out like a sore thumb.
The hint to making good anims is to do a little research into anatomy. Fluid motion is a must. And I'm not talking about adding tons of frames either. If your motion is fliud there shouldn't be much difference between 5 frames and 100. Other than the slow motion. ;)
Though its alot easier when you can make it up as you go along.
http://mediaservice.photoisland.com/auction/Nov/200311182051941517467829.jpg)
I'm going to start sorting enums to make it more readable to me at least. by saber, style, stance, weapon, movement, etc. I Don't know if this was done for JK2 but I'll start doing it for jk3. As well as place comments next to each.
Sorting them where? In the animation.cfg? I don't think that's a good idea to do it directly in the file, I'm pretty sure that the order is important for some animation stuff.
Anyway, this thread has been renamed as per the system suggested in this thread (
http://www.lucasforums.com/showthread.php?s=&threadid=118042)
You are correct. Its going in a seperate file. I just need too get it sorted to make it easier on myself when it comes time to do anything with sabers.
And what sort of new animations for the sabers are you suggesting?
Styles mostly. I'm debating on working on a Flamboyant style. Like Fencing. I've got a rough stance hammered out for it. where the saber flies off the belt into the already outstretched hand.
I can do a quick replacement job on fast or tavion style before the source comes out so as to get any kinks ironed out. Then I can add a new style when the source is available.
Plus, I'd like to join up with Renegade on the Movie battles mod.
right now I'm hammering out anims for Monsoontide's Acklay.
So, basically like the one handed style that Dooku used or more like the one handed fighting that Vader used?
Anyway, since this really affects the saber system, I suggest you take this discussion over to the saber system brainstorming thread (
http://www.lucasforums.com/showthread.php?s=&threadid=117698).
Especially since it sounds like Renegade is going to use the OJP/MotF saber system in MB.
Nope classic fencing. maybe dooku.
http://www.marktek-inc.com/fencing.gif)
and to accomplish this I'd need to do new anims.
hence the relevency to the new animations topic. ;)
when I get ready to move on over to implementing different styles and ways of selecting them then I'll move on over to systems. :)
Well, it's pretty relivent to sabers system now. Making a new style isn't as simple as just creating/replacing the current animations.
Looks like I'm moving on to using a spreadsheet to sort the animations especially the saber animations. Also each style has its own set of leg animations.
Yeah, I know, but it should be noted that most of the time the leg animations are overrode. You never get to see the Luke style fencer moves. :(
really? Can the override be overridden? Kensai from [sotg] seemed to override the leg animations with his d+f+attack with the dual sabers causing the attack to be slightly skewed. It should be in the samuri stances on lucasfiles. I guess I'll take a look at it.
Well from what I remember, it's not overrideable without the code. Of course, there's been some changes to the animation system since JK2 so it might be possible.
I'll take a look at it when i get home. And experiment a little.
Due to some issues here at work, I had time to organize and categorize all the animations. I have the saber animations categorized by style, parry, and lock. And now I have a good understanding of what touches what and the naming scheme. So now I know where to start when I begin to make my own.
Sounds good keshire. are you gonna add new moves or simple arranje a new style fro mthe existing moves?
I can do both. I can even adjust combo moves. I want to make my fencing style though. But something like that can wait until after I work on the Droideka.
Animations Changes:
BOTH_STAND1TO2 14943 16 -1 20 saber on
BOTH_STAND2TO1 14943 16 -1 -15 saber off
Custom On off animations for variety
Move L/R Hang bone to hip to facilitate Ace's Saber Hilt collecting ;)
BOTH_SABERSLOW_STANCE 13123 2 -1 60
BOTH_SABERSTAFF_STANCE 1042 10 -1 20
BOTH_SABERDUAL_STANCE 13050 2 -1 20
BOTH_SABERFAST_STANCE 13052 2 -1 60
BOTH_STAND2 15068 2 0 20 Medium Stance
Custom Stances, This may Be doable with just stealing from the current anims
BOTH_RUN_DUAL 12413 26 0 40
BOTH_RUN_STAFF 12439 14 0 20
BOTH_RUN2 12331 26 0 40
Something a little more realistic. I hate how they hold the saber funny. Should hold single with two hands while running or at a sideways angle.
BOTH_SABERTHROW1START 13127 53 -1 20 Throw Forward
BOTH_SABERTHROW1STOP 13180 29 -1 20
I'm changing this to an over head vertical throw instead of the current sideways horizontal.
BOTH_RUN1
BOTH_RUNBACK1
BOTH_STAND1
BOTH_STAND1IDLE1
BOTH_TURNCROUCH1
BOTH_TURNSTAND1
BOTH_WALK1
BOTH_WALKBACK1
Move l/r hang bone to hip. Guns and hilts will then reside there until the turn on/off animation runs. Most are a measly 12 frames of animation should be able to accurately recreate them.
http://mediaservice.photoisland.com/auction/Nov/200311215806622446633760.jpg)
This is a staff stance. Because it is from the staff kata it blends in well with the current transitions.
And Kensai has done these for his samuri stances mod. I don't know how well they blend because I just took a quick look at them.
http://mediaservice.photoisland.com/auction/Nov/200311218629899051110415.jpg)
http://mediaservice.photoisland.com/auction/Nov/200311213809961125941376.jpg)
Ah, I now see what you meant with blending and picking out certain parts of a move.
If possible, could you perhaps try an over the head 'Move forwards signal' ? (Perhaps the over the head greeting by Rosh is use-able)
I'm asking this, 'cause I'd like to know how far you can change certain anims.
I beleive that is in a different gla file. And if I'm not mistaken MP can't import more than one gla for a model like sp can.
Originally posted by keshire
I beleive that is in a different gla file. And if I'm not mistaken MP can't import more than one gla for a model like sp can.
You can merge the files together but it will make your mod a huge download.
Originally posted by razorace
You can merge the files together but it will make your mod a huge download.
Which wouldn't be worth it for a taunt.
It's possible to extract ONLY the sequence you want and merge it in, you just have to have the right tools for the job :D
Well, you'd have to either have a zip with the complete .gla or a fancy install program that would do all the merging automagically.
Yes, new animations denotes a fancier setup (and a larger download, most likely), and it is something that mod creators need to be aware of.
Originally posted by Dacks
If possible, could you perhaps try an over the head 'Move forwards signal' ?
why not use TORSO_HANDSIGNAL3?
But that would be obvious!
Originally posted by razorace
But that would be obvious!
of course, what was i thinking?!
Originally posted by razorace
You can merge the files together but it will make your mod a huge download.
And just out of curiosity, how hard would that be. I have access to Max at college. I'd like to get some of JO's cutscene anims back into JA -- the only thing is, I fear if I combine the two, that server mods will create more emotes.... :rolleyes: -- A simple bow or tuant before a duel is cool, but that's enough for me.
ASk created a program for just that purpose. It's floating around here somewhere.
As for server mods messing with that, it's not going to happen. You'd have to have a client component for totally new animations to work and that's something that those people aren't willing to do.
Well, I've combined the JO/JA animations, is there anyone that needs or wants them?
And it worked? I didn't think the skeleton structures were compatible.
They aren't. Well not the new animations. But they have it ignoring that. Or else the old models wouldn't work.
There's several bones missing.
Several Added, namely face stuff.
There's one bone renamed. lhand to lhang
Originally posted by razorace
And it worked? I didn't think the skeleton structures were compatible.
Not sure, but I recorded in a text file all of the additions, and the .gla compiled, so if anyone wants to take it for a test run, be my guest.
I can't imagine it'd be very pretty ...