Wijitmaker, on 17 March 2012 - 03:35 PM, said:
Animation Pipeline
#141
Posted 17 March 2012 - 10:53 PM
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#142
Posted 17 March 2012 - 10:57 PM
I'm really out of free time to take a more in depth look into this - [just got home from school (20pm). Tomorow needs to be there at (9am).]
I personaly work better with IK/FK solvers, but that's just me - I really feel that they make the animation more "realish" and "fluidish".
Peharps, Jason, If you get the time, maybe you could take a look in Blender? there are some prety foward begginer tutorials that may help you get started:
http://sagefans.net/
And related to Blender Rigging: http://www.blendergu...tion-to-rigging
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#143
Posted 18 March 2012 - 02:33 AM
Quote
Quote
http://sagefans.net/
And related to Blender Rigging: http://www.blendergu...tion-to-rigging
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#144
Posted 29 March 2012 - 08:11 PM
Wijitmaker, on 18 March 2012 - 02:33 AM, said:
Well, go ahead and tell me what I need to do!
I've already tried importing one of the biped animations into Blender, successfully got it into the engine, but the problem is it turned out totally messed up... The problem, I believe, is that the current Collada importer in Blender (and the one in 2.49 too) imports the bones extremely inconsistently, sometimes rotating them to be totally horizontal or totally vertical, and sometimes appearing to put them in the right position... I tried joining all the important bones to the ones they were supposed to be connected to but it work.
You could export the skeleton to the BVH format, and let me try to import it. (I imported one of the motion capture files in the art repository, and it looked OK, but the structure of the skeleton was wrong)
About the IKs, it worked fine when I baked the animation to remove the constraints on the zebra (historic_bruno's idea
#145
Posted 29 March 2012 - 08:30 PM
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#146
Posted 30 March 2012 - 02:34 AM
Coincidentally, I met a guy today at a Microsoft store (of all places - first time I've been in one) who is an animator that works in a variety of different 3D programs. He said he would be happy to take a look at the 3ds Max dude and get it into Blender. I'm going to send the files to him tonight to see what he can do with them. I was excited to come home and share this news with you all as I know you are very interested in this.
A request though... could we move this topic to the development forum so that he could catch up on the challenge?
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#147
Posted 30 March 2012 - 02:50 AM
Compatibility:
The previously mentioned Blender compatibility. Compatibility is one of the major issues holding us back in the animation dept. It makes it difficult (i.e. impossible) for new talent to jump in and begin making animations for our existing units.
Unit identification:
A wider array of meshes, representing non-armored and heavily armored dudes, would give us distinctive "silhouettes" that would assist in unit identification from max zoom. This one is important and difficult to achieve with the current meshes which all have the exact same silhouette. Basically, what we'd do is have a set of "skinny dude" meshes for archers, slingers, skirmishers, and then a set of "beefy dude" meshes for heavy infantry. The proportions of the new dude meshes would conform more closely to an "ideal" artistic human proportion. Lastly, heroes would have a set of meshes with "heroic" proportions. They would be slightly taller and slightly more exaggerated, but not overly so. The key words are "exaggeration" rather than "cartoony." Basically, the design aesthetic would be less cartoony and more "stereotypical." We stereotype ranged units as skinny weaklings, while melee units are beefier and more muscular. And consequently, heroes are beefier than that, but not freakishly so, just enough to give each set a distinctive silhouette from a distance. A big thing that would also help this would be to have a specific set of idle animations for each type of unit. Right now they all use the same set of idle animations, which makes them less distinctive. So a combination of "stereotypical" meshes and new sets of idle animations for different types of units would make our units look 10x better and even assist in making gameplay better.
Skinny, non-armored, ranged units:
Beefier, heavy infantry ("Ideal") proportions, and then "Heroic" proportions for heroes:
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#148
Posted 30 March 2012 - 05:16 AM
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#149
Posted 30 March 2012 - 06:05 AM
Wijitmaker, on 30 March 2012 - 05:16 AM, said:
Yeah, that's fine, brosephus. It might be possible to just edit the meshes and keep the existing skeletons. So, please continue.
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#150
Posted 30 March 2012 - 08:12 AM
Mythos_Ruler, on 30 March 2012 - 02:50 AM, said:
Compatibility:
The previously mentioned Blender compatibility. Compatibility is one of the major issues holding us back in the animation dept. It makes it difficult (i.e. impossible) for new talent to jump in and begin making animations for our existing units.
Unit identification:
A wider array of meshes, representing non-armored and heavily armored dudes, would give us distinctive "silhouettes" that would assist in unit identification from max zoom. This one is important and difficult to achieve with the current meshes which all have the exact same silhouette. Basically, what we'd do is have a set of "skinny dude" meshes for archers, slingers, skirmishers, and then a set of "beefy dude" meshes for heavy infantry. The proportions of the new dude meshes would conform more closely to an "ideal" artistic human proportion. Lastly, heroes would have a set of meshes with "heroic" proportions. They would be slightly taller and slightly more exaggerated, but not overly so. The key words are "exaggeration" rather than "cartoony." Basically, the design aesthetic would be less cartoony and more "stereotypical." We stereotype ranged units as skinny weaklings, while melee units are beefier and more muscular. And consequently, heroes are beefier than that, but not freakishly so, just enough to give each set a distinctive silhouette from a distance. A big thing that would also help this would be to have a specific set of idle animations for each type of unit. Right now they all use the same set of idle animations, which makes them less distinctive. So a combination of "stereotypical" meshes and new sets of idle animations for different types of units would make our units look 10x better and even assist in making gameplay better.
Skinny, non-armored, ranged units:
Beefier, heavy infantry ("Ideal") proportions, and then "Heroic" proportions for heroes:

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#151
Posted 30 March 2012 - 08:56 AM
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#152
Posted 30 March 2012 - 09:56 AM
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#153
Posted 30 March 2012 - 10:11 AM
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#154
Posted 30 March 2012 - 03:06 PM
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#155
Posted 30 March 2012 - 03:33 PM
EDIT: @Jason: The base model only. I checked a model with a sling, so I didn't take that into account.
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#156
Posted 30 March 2012 - 06:15 PM
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#157
Posted 30 March 2012 - 06:20 PM
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#158
Posted 30 March 2012 - 06:33 PM
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#159
Posted 30 March 2012 - 08:08 PM
Mythos_Ruler, on 30 March 2012 - 06:15 PM, said:
(Incidentally, it's best if new meshes are fully closed (they don't have any holes in e.g. their necks or the bottoms of their feet to save a few polygons - I think some of the current ones do that), since closed meshes can help with some stuff like shadowing.)
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#160
Posted 31 March 2012 - 07:52 AM
Mythos_Ruler, on 30 March 2012 - 06:33 PM, said:
No! That model which you saw was made up of quads
So, yeah, Philip I got a 2000 tris model and now a 700 tris model and I can smooth it to get a 5k one if someone is willing to animate it
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