Fix the Bryar Pistol animation in multiplayer, then we can have another pistol option for siege classes.
Is that the one where the character lowers the weapon as its firing? I think thats a code issue. But I'll look into it.
*edit*
TORSO_WEAPONREADY2,//WP_BRYAR_PISTOL,
TORSO_WEAPONREADY3,//WP_BLASTER,
BOTH_ATTACK2,//WP_BRYAR_PISTOL,
BOTH_ATTACK3,//WP_BLASTER,
The anims are fine. Codewise I think they were using it as a test to see if they can make one arm support another. If so. I think they failed. :)
I think you already know that you have to make a working JA XSI skeleton, and that you have to set GLA merge for JA... Since I'm training with Corto's skeleton (yes, I'm "studying" to get a few skills), I'm really curious about this. Since the act of "adding animations" follows the same rules for both MP and SP I think I should look at this thread as much as I can. Keep working:)
i didn't know it was possible to make new animations or am i mistaken?
TMU might want to use it :)
it looks very cool from those teeny-little pics
It is working. That double fisted anim above is already merged with the main gla. I've already contacted Corto about it to see if he wanted to take a look at it. But he's a busy man. The OJP guys have it, so its just a matter of time before its hosted.
For those that want to grab the files to take a look, Instructions for downloading from the OJP file repository can be found here.
http://www.lucasforums.com/showthread.php?s=&threadid=119776)
The animation stuff can be found under tools.
Also feel free to browse the many topics on the OJP boards. Public Opinion is always important for the Open Jedi Project.
OK, since Public opinion is important for you I'll tell what I think: I think that if your skeleton really works, There will always be more animators. I'm learning more, and, as you can see from my sig I've been using Cortos' skeleton for training. This means I've been waiting for a Working skeleton. Many projects want to have new animations and you're going to give them a chance. You must hope that the animators will be worth of that skeleton of yours. I'm making a mod, or better I have a project, that for now doesn't seem anything special. I wanted to make new animations for the game and the cutscenes, so I'm one of the modders who needs your skeleton. Since this is a part of the OJP project, if it works, and I'll use it, how should I give you (all the OJP staff who worked on the whole OJP project) credits?
Yes my skeleton really works. :)
http://mediaservice.photoisland.com/auction/Apr/2004417599380960620014.jpg)
Here's the ledge grab I was working on.
Hopefully Razor or Renegade can do the neccessary code work to get it working correctly in game. But if I need something really different to prove my point I can always make them do the little teapot dance. :)
Little teapot dance! Little teapot dance! :D
*Looks suspiciously at keshire
That looks like the Splinter Cell grab :P Good work anyway.
well, it looks like we are finally going to be getting some even more interesting and game enhancing mods now.
I'm really excited about this. Of course I haven't tried my hand at it yet...
=)
That's a really sweet model you're doing the animations with. =D
Keshire can make him do anything he wants, and he'll never get any lip back. :p
hey, isn't that the anim from the intro cut scene to the rancor level? can you make the flip up anime too :)
hey, isn't that the anim from the intro cut scene to the rancor level? can you make the flip up anime too
?? I must have missed that. It's probably in a different _humanoid.gla...
Thanks for the heads up. I'll flip through the other animation files to see what they've done. Too bad that doesn't help code the thing in since its single player code.
ah ok, check out the intro cutscene to the rancor level. it has a nice ledge grab anim and also a nice flip up back on top of the ledge anim :)
Originally posted by keshire
?? I must have missed that. It's probably in a different _humanoid.gla...
I think I've already told you, and actually it IS in a cutscene GLA, but that's not the point:). Uuh. I have a question: Is there a way to make a skeleton with a model, so that I can se e the effects of the animations "live" in 3dsmax? that would be quite useful.
Well if you know how to weight a model then there you go.
OK, thank you a lot. BTW, the GLA animation is in the "_humanoid_t2_rankor" folder. I'd like to tell you to look at the cin1 animation.
I noticed a discussion from long ago that Mike Gummelt discussed releasing the animation xsi files for Outcast
So I'm wanting to know if the same can/will be done for Academy.
The reason being is that when doing my animations its becoming an increasing difficulty to duplicate the exact poses of the transitions. If I had the XSI I could seamlessly blend in my animations in a professional manner. otherwise we're looking at jumpy nastyness. Any help would be appreciated.
I've emailed Mike Gummelt, and Jarrod Showers already. Here's hoping they don't ignore me. I don't like being ignored.
Originally posted by N3G1@
Since this is a part of the OJP project, if it works, and I'll use it, how should I give you (all the OJP staff who worked on the whole OJP project) credits?
Give approprate credit, include the OJP_readme.txt, submit anything that you'd think everyone could use, and you're golden.
Right now, I'd suggest you submit any new animations to OJP so we can maintain a repository for everyone to use.
Thanks Razorace. I think I know where to get the readme. Anyways. I'm animating with your skeleton, but since I still can't export with 3dsmax as XSI (somehow the file always got exported damaged...) I'm trying with XSI 3.5. And now I'm doing. I made a Ledge_jump animation, similar to the one Keshire was working on, but more jedish, just like that jump from a ledge that anakin does in the "EP3 Behind the scenes" movie. Anyways, I've tried The skeleton in both 3dsmax 5 and Softimage 3.5, but I've noticed 1 difference: The motion bone and the Pelvis bone can be seen in 3dsmax 5 (I've even made that animation which is really nice), indeed in XSI I can only see:
- Spine root
- motion eff
- motion root
- Pelvis_mesh (not a bone, a mesh)
Since I told you that The motion bone must stay where it is, but the Pelvis can be moved, Which should I move, and which should i "lock"?
Thanks in advance.
Edited - I've noticed even 2 more meshes: "mesh_rtail" and "mesh_ltail". Are they the meshes wher you bolt the weapons models?
Excellent: I can edit this! Anyways If I'll make a new decent animation with XSI I'll give it to you with pleasure. I'd like to do more, but the only problem is that I COULD do more if only I could export from 3dsMax as XSI file. If you want I can Work really well and fast on 3dsmax5, but only in Max format, although I think that in this way this could look quite lame and boring... Anyways, I'll animate in XSI 3.5, until someone else I know maybe will help me. Really thanks again to Corto and Keshire.
Yeah, that's a great question. I'll have to have some time implimenting with some test codes before we can come up with the best solution. The problem we have at the moment is how to get the player entity origin to move in step with the animation so it looks right in game.
We could let the animation just totally handle it and then jump the origin but the problem with that tactic is that we'll lose hit detection while that is occurring and the camera will probably jump a little.
I have all the info about XSI from Mike BTW
Originally posted by Anakin
I have all the info about XSI from Mike BTW
Please send it our way then.
Originally posted by razorace
Yeah, that's a great question. I'll have to have some time implimenting with some test codes before we can come up with the best solution. The problem we have at the moment is how to get the player entity origin to move in step with the animation so it looks right in game.
If you really want the hit detection then the only thing you can do is to make something like the "wallrun" animation. You have to make the model move. The animation won't have the pelvis bone moving. That's the best solution, but I think this requires a code part...
:), once he gets it coded in we'll see what the best solution is.
Hang, shimmy left/right, let go, pull up. With variations based on jedi or merc. That's the plan.
I hate to repeat myself cuz I look boring (and probably I am), and although these might look some noobish questions I need few help, for at least the first question:
The motion bone and the Pelvis bone can be seen in 3dsmax 5 (I've even made that animation which is really nice), indeed in XSI I can only see:
- Spine root
- motion eff
- motion root
- Pelvis_mesh (not a bone, a mesh)
Since I told you that The motion bone must stay where it is, but the Pelvis can be moved, Which should I move, and which should i "lock"?
Thanks in advance.
Edited - I've noticed even 2 more meshes: "mesh_rtail" and "mesh_ltail". Are they the meshes wher you bolt the weapons models?
The tail bolts aren't used for anything, just don't worry about them.
Never mind. After stressing Corto for a long time I've been able to compile as GLA my first and unique Possibly working animation (for now). So I'll put here a link, and I'll try to use IMG code:
http://www.queez.com/jta/storage/ledge) jump.gif
http://www.queez.com/jta/storage/ledge) jump.gif
Let me know what do you think Although It's not a complete animation
Yep, that is great.
Here's part of my other anim project.
http://mediaservice.photoisland.com/auction/Apr/2004482468991623894049.jpg)
Maybe I should get ahold of a GIF maker.
Thank you all. Artful GIF animator is easy, although it's a trial. You might use Imageready (the one with photoshop), altohugh I still don't understand how does it work. Otherwise use Animation Pro 3 (the one with Paint shop Pro, that's the one I always use - cuz it's easy).
BTW, how did you get the whip to move? Different models?
Different skeleton, it runs on its own animations.
OK, this is my MOD animations page. It's quite heavy, but if you have a fast connection or you're patient enough it's really worth of a look. There are many animations I'm working on, and although I've made the as GLA, I still can't get them merged. The animation look completely screwed up...
http://www.queez.com/jta/JtA-screens-anims-eng.htm)
lemme know what do you think and if you can help me. I'll help if you want with new animations.
here's a doubt I had: should I make my own car file following usual instructions, or should I use the _humanoid.car file provided in the OJP project repository? Thanks for help and patience
The OJP one is the one out of the Raven Model tools, only thier original xsi they used have been blanked out.
But yes that is the one you want to use. Otherwise you'll encounter some nastyness.
I see:
http://www.queez.com/jta/Storage/Kyle_incident.jpg)
:D
Thank you a lot. Already Tested and working!
If you really want to help the cause. You could help with some basic expansions to the player moveset.
Such as improved swimming anims
A forward dive where the landing can be split between ground and water.
Draw/holster variations.
A cool thing with the holster anim is you can make the hang_bone start wherever. Which I was thinking of doing a yoda type draw. The only thing is you have to realize that the saber ignites as its moving. So it can't be too slow.
OK, I'll work on some animations and I'll upload them to the site, so I'll show you what I did. Where shall I post the screens? Here or in some OJP forums?
*btw, it's time for me to get a bigger dictionary...
is there a tutorial that teaches how to make new animations or reuse them from cutscenes?
Well, I'm going to recommend you try to work with Keshire and coders to make sure you're creating stuff that can/will be ported into the game.
The only thing that has actually been coded in to the game so far is the basic ledge grab animation. The things I'd like at the moment:
Ledge Animation Set:
Look into making a better ledge hold animation (the current animation looks weird at the shoulders)
shimmy left/right
Ledge Grab enter/exit animation
Ledge pull up
Saber Block Animations:
1. We need to come up with a solid set of block positions that can block saber attacks from each of of the possible directions
2. After we get that hammered down, we can then do transistion animations that really improve the look and feel of blocking.
It's important to remember that animations need to be created so that they assume that the game moves the player's origin instead of the animation.
Originally posted by Tinny
is there a tutorial that teaches how to make new animations or reuse them from cutscenes?
http://www.lucasforums.com/showthread.php?s=&threadid=107116)
Originally posted by razorace
Well, I'm going to recommend you try to work with Keshire and coders to make sure you're creating stuff that can/will be ported into the game.
The only thing that has actually been coded in to the game so far is the basic ledge grab animation. The things I'd like at the moment:
Ledge Animation Set:
Look into making a better ledge hold animation (the current animation looks weird at the shoulders)
shimmy left/right
Ledge Grab enter/exit animation
Ledge pull up
Saber Block Animations:
1. We need to come up with a solid set of block positions that can block saber attacks from each of of the possible directions
2. After we get that hammered down, we can then do transistion animations that really improve the look and feel of blocking.
It's important to remember that animations need to be created so that they assume that the game moves the player's origin instead of the animation.
OK, got it. Actually I started working with a draw\holster animation for weapons like the blasters and the briar, and it's ingame, now. Next step for me is a decent draw\holster for the saber. It's not as easy as you might think, Keshire: I know that the saber ignites as it's moving, but... I dunnow how to explain. Just one: you can't do something like Yoda's animation (ep2 - Yoda vs. Dooku fight, right?), if you don't change every animation (like running, walking, jumping and so on). That might be done with a "switch weapon" animation. that would be cool, and I'll work on it soon. After this, I'll work on the ledge animation set. I'll do everything. I suppose I have to make different animations for "jedis " and "mercs", as Keshire said, right? OK, see ya soon. I'll post screens as soon as I'l lput ingame some decent animations ;) :p
Actaully a lot of the animations are divided up into torso and lower animations. That way they can mix them up. The draw/holster and shoot anims are torso I believe. But Don't qoute me on that.
Also with the saber draw anim. It only plays once. So just have the saber start on one side and move to the hand. Make sure you end it so it meshes with the next anim. which would be the saber idle. Or both_stand2.
So you'd make a new anim called Both_YodaTo2
This would be the replacement to Both_stand1To2
The nice thing about this is all you have to do is code it in as a new enum and it can be used with an entry in the saber definition file.
Also with the ledge grab I've got a nice grab, shimmy, and merc pull up (since you worked on a jedi pullup). Shoot me a pm with your email address and I'll send you the xsi if you'd like to pick off where I left off. I'm sure you have more time than I do. :)
I'll handle block positions
OK, as you wish :) . I'm curious to see the draw\holster animation I'll make. I'll surely do something similar to Yoda's. Maybe I'll make an avi of an in-game section.
BTW, believe me. I never know how much time I have. School's fault. Sometimes I study the whole day, and sometimes I'm not doing anything...so I animate :D . PM coming and BTW:
1 post more, Keshire and you're at 500!!:p
1 post more, Keshire and you're at 500!!
:)
And I'm only on the net at work. When i'm at home I spend my time with my wife. She'd kill me if I was always on the computer. :tsk:
lol :p at least you have a life :) (and a wife)
I got trouble with the PM so I'm gonna send it again. If you already got the first PM just delete the second one...
whew... It took so much to send the second PM...