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Animation Pipeline


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#201 Wijitmaker

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Posted 24 July 2012 - 06:53 PM

Can anybody else answer the above question? How do I attach a child object to a parent objects, so that when I move the parent - the child will follow.

Perhaps point me to a good tutorial?

I think a template for blender humanoid animation is almost there! Just need a few more tweaks.
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#202 feneur

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Posted 24 July 2012 - 07:32 PM

To attach I believe it's just to select them both and press Ctrl+P, but I forget in which order you select them (e.g. if it's the one you select first or last that becomes the parent), so I guess it's best for someone else to explain it better :) (Unless it's something other than just parenting one object to another you are thinking about :) In which case my advice is probably completely useless =) )

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#203 WhiteTreePaladin

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Posted 24 July 2012 - 08:12 PM

You can parent multiple objects at the same time. The last one selected should become the parent. Ctrl+p sounds correct.
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#204 Pureon

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Posted 24 July 2012 - 08:21 PM

You might also find the 'Bone' tab useful. Select individual bones in Edit Mode and assign their parent bone using this:

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#205 Wijitmaker

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Posted 24 July 2012 - 08:25 PM

Excellent thanks, I'll give this a shot when I get home.
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#206 Wijitmaker

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Posted 25 July 2012 - 03:34 AM

Thanks for the tip guys, I think we have template!

Does someone want to try animating this with something more usable/practical, and we can do an export to see if we can get it applied to the standard skeleton?

Attached Files


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#207 Gen.Kenobi

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Posted 25 July 2012 - 03:43 PM

No IK/FK? darn. It'll make it harder to animate. Almost like OldSchool :/
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#208 Wijitmaker

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Posted 26 July 2012 - 03:43 AM

If it was 3ds max, I could set up IK/FK in 10 minutes. But, this is the best I can do in blender, I can barely navigate the UI. There has to be some tutorials on how to add IK/FK on youtube. It would be nice if a blender user took the iniative to apply it to this rig if it is needed (and I agree, it would be nice - I use it a lot in Max).
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#209 Gen.Kenobi

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Posted 26 July 2012 - 04:59 PM

I don't have the time to add it right now, but if you wish to try and learn some Blender :) , here you go: :)




This is about the Leg, there are other about arms and others, but if you learn one, I think you'll be good to replicate ;)
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#210 Enrique

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Posted 02 August 2012 - 06:39 PM

View PostWijitmaker, on 26 July 2012 - 03:43 AM, said:

If it was 3ds max, I could set up IK/FK in 10 minutes. But, this is the best I can do in blender, I can barely navigate the UI. There has to be some tutorials on how to add IK/FK on youtube. It would be nice if a blender user took the iniative to apply it to this rig if it is needed (and I agree, it would be nice - I use it a lot in Max).

I started playing around with the armature. I plan to add an IK/FK setup, but I'll probably have to add some bones. Is it possible? or this is the maximum number of bones allowed? I have no knowledge of how the armatures are handled by the game.
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#211 Wijitmaker

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Posted 02 August 2012 - 07:21 PM

I think you can add bones and it will still be able to be used and shared as common between all existing humanoid animations and models. I think you may run into issues though if you try to delete or modify (lengths, positions, orientation, or relationships) the existing bones. Any new bones added for IK purposes would simply be ignored by not calling them out in the skeleton.xml file.
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#212 Enrique

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Posted 03 August 2012 - 01:54 AM

Simple IK/FK rig done. I could go a little further with the setup, depending on animators needs, but it may be "incompatible". If this setup is not "breaking" anything I might try to make an advanced/faster-working setup :)

When you select an IK bone (hand or foot) at the bottom of the right viewport panel (open/close with "N") you can see a property slider (red square on the screenshot). At value=1 uses IK, and value=0 switches to FK.

Attached Image: IK rig.JPG


Edit: Forgot to attach the file! ^^
Attached File  dude_4_IK.zip   194.86K   10 downloads
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#213 Wijitmaker

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Posted 03 August 2012 - 01:03 PM

Great, I guess it is now ready to try and do a .dae export test? Anybody up for that? I'll unfortunately be going on vacation and returning next week.
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#214 Shield Bearer

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Posted 03 August 2012 - 01:15 PM

Whats the procedure for getting this into the game? I could try it :)
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#215 Wijitmaker

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Posted 03 August 2012 - 02:39 PM

I think you simply export the .dae and then you have to marry up the bones as they are described in blender with how they are described in the skeleton.xml file.

Check out what we were doing earlier in this thread

Zaggy has been setting these up for animals out of blender, so I bet he is pretty savy with the process by now.

It really isn't documented very well, so if you give it a shot, take some notes on how you did it so we can get that up on the wiki.
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#216 Enrique

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Posted 03 August 2012 - 04:31 PM

View PostWijitmaker, on 03 August 2012 - 02:39 PM, said:

I think you simply export the .dae and then you have to marry up the bones as they are described in blender with how they are described in the skeleton.xml file.

Check out what we were doing earlier in this thread

Zaggy has been setting these up for animals out of blender, so I bet he is pretty savy with the process by now.

It really isn't documented very well, so if you give it a shot, take some notes on how you did it so we can get that up on the wiki.

Please excuse my ignorance on this matter, I tried to follow the conversation on this thread but I got lost quickly

I made a crappy "battle-charge" run cycle in blender for testing. Now, the next step is to export in collada format and mess around with an xml file that should look as kenobi's code you pointed in your link?

Another question:
Since the IK setup only registers "IK-special-bone" frames that moves the arms and legs and they are ignored by the game, that means that a keyframe for all bones is needed on every frame in order to "register" the animation when exported?

I attach the file animation if someone else wants to try to export it/play with it.

Attached Files


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#217 Wijitmaker

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Posted 03 August 2012 - 06:33 PM

Quote

Since the IK setup only registers "IK-special-bone" frames that moves the arms and legs and they are ignored by the game, that means that a keyframe for all bones is needed on every frame in order to "register" the animation when exported?

Yeah, I think when the .dae is exported it "flattens" the animation and automatically applies a position and rotation to each bone on each frame. I think... I'm not 100% sure on that. So I think you should be OK for exporting this.

Quote

Please excuse my ignorance on this matter, I tried to follow the conversation on this thread but I got lost quickly

Yeah, sorry about that - it is kind of confusing and it hasn't been explained very well. I'll take a look at this file when I get back in 2 weeks if nobody else has.

Nice work - thanks for the work on the IK setup! :D
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#218 historic_bruno

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Posted 03 August 2012 - 08:06 PM

View PostWijitmaker, on 03 August 2012 - 06:33 PM, said:

Yeah, I think when the .dae is exported it "flattens" the animation and automatically applies a position and rotation to each bone on each frame. I think... I'm not 100% sure on that. So I think you should be OK for exporting this.
I don't know how the this setup compares with rigify / autorigging, but in that case you have to "bake" the animation before exporting.
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#219 Gen.Kenobi

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Posted 04 August 2012 - 09:54 PM

Awesome!
I'll have to try this!
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#220 Gen.Kenobi

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Posted 04 August 2012 - 10:45 PM

I did a quickly dance anim to try this new Rig. It's really imperfect, BUT, maybe someone can import it to see if it works. :)
Attached File  dude_fun_80frames_anim_test.zip   83.01K   21 downloads
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