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  1. #1

    Default Re: Animations

    Nice work KE

  2. #2

    Default Re: Animations

    Barak Khazad! Khazad aimenu!
    Careless Orc Costs Lives!

  3. #3
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Just a quick update. Got fullanimmerge to work with
    the dwarf.ms3d. (Kept bombing because no group comments so
    coded around that.) Its very easy to see what's going on with
    the basic animations in Milkshape like ...walk.cas and ...run.cas.
    The anims still looked funny because the dwarves were still floating
    a quarter foot or so above the y=0 plane. Can even detect a little
    overstriding too so I think by scaling and using Milkshape for checking,
    this might be automated better than I had thought.

    @Bwian
    Just want to clean up the code a little and test some more, then write
    up the procedure to get dwarves in-game and iterate on the scaling
    values. I'm MIA tomorrow night (wife's birthday) so maybe Thursday I
    can zip everything up and send it on.

  4. #4

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant
    Just a quick update. Got fullanimmerge to work with
    the dwarf.ms3d. (Kept bombing because no group comments so
    coded around that.) Its very easy to see what's going on with
    the basic animations in Milkshape like ...walk.cas and ...run.cas.
    The anims still looked funny because the dwarves were still floating
    a quarter foot or so above the y=0 plane. Can even detect a little
    overstriding too so I think by scaling and using Milkshape for checking,
    this might be automated better than I had thought.
    Good to see that you've got it working. With the floating, did you scale the 'y' value for the pelvis translation values? You'd think that would solve the floating issue. I've been in touch with Mete and I got confirmation that the 'time' he mentions in the specs is actually 'timing' ie which frame rather than time elapsed. I've made the following changes to the 'Joints Section' :-

    Code:
                for jj in range( nframes ) :
                    frameoffset = 3 * jj
                    newframe = jj + 1
                    idx        = boneoffset + frameoffset
                    xang       = eulers[idx+0]
                    yang       = eulers[idx+1]
                    zang       = eulers[idx+2]
                    putfloat( newframe, fidms3d )
                    putfloat( xang, fidms3d )
                    putfloat( yang, fidms3d )
                    putfloat( zang, fidms3d )
                    time       = time + 0.5
                time           = 0.0
                for jj in range( nframes ) :
                    frameoffset = 3 * jj
                    newframe = jj + 1
                    idx        = boneoffset + frameoffset
                    putfloat( newframe, fidms3d )
                    putfloat(-posefloats[idx+0], fidms3d )
                    putfloat( posefloats[idx+1], fidms3d )
                    putfloat( posefloats[idx+2], fidms3d )
                    time       = time + 0.5
    This puts the correct timing in and lets the animations run in Milkshape. Forgive me for playing with your code, but I couldn't help myself


    Quote Originally Posted by KnightErrant
    @Bwian
    Just want to clean up the code a little and test some more, then write
    up the procedure to get dwarves in-game and iterate on the scaling
    values. I'm MIA tomorrow night (wife's birthday) so maybe Thursday I
    can zip everything up and send it on.
    Wish your wife a happy birthday, don't expect to hear from you - nobody said this was a suicide mission here

    Cheers

    GrumpyOldMan

  5. #5

    Default Re: Animations

    Definitely a big 'hoorah' for the animators ... and a happy birthday to 'Mrs Errant'

    Never EVER neglect a wife on her Birthday....Couches are not comfortable places to sleep....and it's virtually impossible to find someone else willing to do the laundry for such reasonable rates
    Careless Orc Costs Lives!

  6. #6
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    Definitely, if Mrs. Errant isn't happy, no one is happy.

    I'll make the changes from time steps to frame numbers to be
    consistant. The anims seem to use the FPS number for timing.
    I've got it set at 0.5 and that makes them slow enough to see
    each frame. Now that fullanimmerge works on files without
    group comments I was able to change the y scale factor from
    my calculated 0.6946655 to 0.64 and got this:



    The left viewport, upper right corner, is the one being animated.
    Got the feet right on the y=0 plane so they shouldn't have the floating
    look anymore.

  7. #7

    Default Re: Animations

    That looks absolutely spot on

    Great work!
    Careless Orc Costs Lives!

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