Animation Pipeline
#201
Posted 24 July 2012 - 06:53 PM
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
Posted 24 July 2012 - 07:32 PM
Erik Johansson [ aka feneur ]
Wildfire Games
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#205
Posted 24 July 2012 - 08:25 PM
Wildfire Games CFO, retired artist
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#206
Posted 25 July 2012 - 03:34 AM
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
Posted 25 July 2012 - 03:43 PM
Wildfire Games 3d Artist
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#208
Posted 26 July 2012 - 03:43 AM
Wildfire Games CFO, retired artist
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#209
Posted 26 July 2012 - 04:59 PM
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
Posted 02 August 2012 - 06:39 PM
Wijitmaker, on 26 July 2012 - 03:43 AM, said:
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.
#211
Posted 02 August 2012 - 07:21 PM
Wildfire Games CFO, retired artist
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#212
Posted 03 August 2012 - 01:54 AM
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.
Edit: Forgot to attach the file! ^^
dude_4_IK.zip 194.86K
10 downloads
#213
Posted 03 August 2012 - 01:03 PM
Wildfire Games CFO, retired artist
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#214
Posted 03 August 2012 - 01:15 PM
Wildfire Games Art Department
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#215
Posted 03 August 2012 - 02:39 PM
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.
Wildfire Games CFO, retired artist
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#216
Posted 03 August 2012 - 04:31 PM
Wijitmaker, on 03 August 2012 - 02:39 PM, said:
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
#217
Posted 03 August 2012 - 06:33 PM
Quote
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
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!
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#218
Posted 03 August 2012 - 08:06 PM
Wijitmaker, on 03 August 2012 - 06:33 PM, said:
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#219
Posted 04 August 2012 - 09:54 PM
I'll have to try this!
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#220
Posted 04 August 2012 - 10:45 PM
dude_fun_80frames_anim_test.zip 83.01K
21 downloads
Wildfire Games 3d Artist
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