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Thread: Animations

  1. #211
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Already tried this above but here's the basepose for
    MTW2_2HSwordsman which the secondary anim should inherit:

    Code:
    0    skeleton pose data, all bones including Scene_Root
    +0.0000000000 +0.0000000000 +0.0000000000
    +0.0000000000 +0.0000000000 +0.0000000000
    +0.0952388123 +0.0007522844 -0.0000000077
    +0.0225613099 -0.4644488394 +0.0143959811
    +0.0241626594 -0.3995065689 -0.0316339098
    -0.0000000069 +0.2124620080 +0.0000000008
    -0.0002945330 +0.2115577459 +0.0000000299
    -0.0000617082 +0.2349730581 +0.0000000668
    +0.0003562513 +0.0108101442 -0.0034470249
    +0.0016836975 +0.1178482324 -0.0744606256
    +0.0132546443 +0.1300113499 -0.0273839179
    +0.1653589010 -0.0517836586 +0.0034832843
    +0.3022063971 +0.0111386608 -0.0137691963
    +0.2838369906 -0.0030556759 +0.0263375118
    -0.0102220895 +0.1300113499 -0.0273839179
    -0.1678023189 -0.0517838039 +0.0034833583
    -0.3021733165 +0.0111954408 -0.0144314421
    -0.2838012278 -0.0032004344 +0.0267044473
    -0.0952387825 +0.0007523637 +0.0000000220
    -0.0216093510 -0.4641437531 +0.0230784994
    -0.0250775032 -0.3986376822 -0.0406115167
    and here's the pose data from the charge anim from new_2h_axe_halberd:

    Code:
    0    skeleton pose data, all bones including Scene_Root
    +0.0000000000 +0.0000000000 +0.0000000000
    -0.0000000000 +0.0000000969 -0.0000000000
    +0.0952388048 +0.0007522567 -0.0000001105
    +0.0225616489 -0.4644486904 +0.0143948821
    +0.0241624303 -0.3995064199 -0.0316330455
    -0.0000000002 +0.2124619335 +0.0000000074
    -0.0002945446 +0.2115576714 +0.0000000356
    -0.0000617125 +0.2349729091 +0.0000000648
    -0.0015659207 +0.1178484261 -0.0744630992
    +0.0002055460 +0.0108106285 -0.0034593104
    +0.0132546341 +0.1300111562 -0.0273842439
    +0.1653588265 -0.0517836101 +0.0034830223
    +0.3022063673 +0.0111382734 -0.0137693156
    +0.2838367820 -0.0030559180 +0.0263374485
    -0.0102220811 +0.1300111562 -0.0273842085
    -0.1678022444 -0.0517838039 +0.0034836400
    -0.3021732569 +0.0111951502 -0.0144293746
    -0.2838010490 -0.0031997561 +0.0267024450
    -0.0952387676 +0.0007523138 +0.0000001374
    -0.0216093212 -0.4641436040 +0.0230773669
    -0.0250774790 -0.3986373842 -0.0406104438
    The red lines are switched but that's ok, I think, because
    the bone names are switched and GOM has established that
    anims are done by the bone strings. So is this another
    basepose conflict? Will try changing the pose data for
    bone_jaw and bone_eyebrow to EXACTLY match the basepose
    bones as a first try.

    (I know: to a man who has a hammer, every problem is a nail.
    Give that man some duct tape, and FILL IN JOKE HERE.)

  2. #212
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    No joy, it was really funny, though. On the charge the
    janissaries changed into a bunch of butterflies (really, that's what it
    looked like) until they switched into charge_attack. Too late for
    more experiments, try again tomorrow.

  3. #213

    Default Re: Animations

    Quote Originally Posted by KnightErrant
    Oops, wait a minute. Re-read the post more carefully. zxiang1983
    says he copied MTW2_Halberd_Secondary which doesn't have
    a charge entry or a charge_attack or a charge_to_ready anim
    command. It inherits? (sorry, OOP terminology) its parent anim
    is the MTW2_2HSwordsman so is he overriding those commands?

    Ya, it seems so. I just added those three charge related entry in my MTW2_Halberd_Secondary_zxiang anim type and it works Actually adding or changing walking, running, attacking, etc all work well.

    Quote Originally Posted by KnightErrant
    On the charge the janissaries changed into a bunch of butterflies (really, that's what it
    looked like) until they switched into charge_attack.
    Really? Generally speaking, I think the animation is very much like those 2H axe units' charging(raising the halberd over their shoulders)
    Last edited by zxiang1983; 06-07-2007 at 17:08.

  4. #214
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @zxiang1983
    Finally got some time to work on this. Too hard to see the
    charge anim so I looked at the walk anim which is also nonstandard
    and has missing data for eyebrow and jaw bones. Here's the pic
    for the walk anim inserted into MTW2_Halberd_Secondary_sandy
    (my anim family name):



    Same "pigsnout helm" problem as the charge anim.
    I then ran then .cas file through my newest animmerge to reorder the
    data and to fill in the missing animation frames and then ran animextract
    to recreate the .cas file in standard order with all the data filled in. Here's
    a pic of the new anim:



    "Pigsnout helm" problem gone. I'll convert over the three anims you are using
    doing the animmerge/animextract procedure and check them to be sure that
    they are alright then post them at twcenter. If this truly solves the problem
    I can automate the process to correct all the .cas files in
    new_2h_axe_halberd so they will be usable.

    Thanks for the test case, this one was fun to track down.

  5. #215

    Default Re: Animations

    Hi KE, Zxiang et al

    While we're working on the animations it might be useful for us to go over the logic and the flow of meshes and animations.

    This is my understanding of it:-

    The mesh is loaded and this sets the global positions of the vertices, sets up a partial hierarchy of bones in a bone table (just the names and indices, no parent/child relationships) and then attaches vertices to bones.

    The basepose is loaded and this completes the hierarchy (parent/child relationships) and the global position of the bones. Once we have the global positions of the bones we can then establish the local position of vertices to their assigned bones - this is used for the matrix manipulation during animation.

    During the game, various animations are called. The engine checks the base bone positions (by index!!!) in the anim cas against the basepose and makes any adjustments (hence the movement of vertices in Zxiang's discovered anims) and then applies translations and rotations to the vertices based on bone index.

    So when we look at anims we have to make a coodinated whole with the mesh, the basepose and the anims, particularly hierarchy and indices. There is string text matching but this is used for attachment of weapons. A sword uses it's default basepose anim to attach itself to bone_Rhand, a bow to bone_Lhand, etc. But for the purposes of animation the hierarchy indices are basically set by the mesh. This is why the animations found by Zxiang can't be used 'as is' because of the clash with the mesh and the basepose, they have to be altered to fit into the overall hirearchy. This means altering the position of the jaw and eyebrow bones (together with any translations/rotations) data into the correct hierarchy slots. A clash between basepose and anims is also why there were all the problems with Bwian's dwarf. The base pose was setting long legs (and setting local vertex/bone values) , the anims were shortening them and scrunching up the attached vertices.

    This is just my understanding of it, I have been known to be wrong before so don't hesitate to correct me if you do see any flaws, I promise to only sob quietly .

    Edit:- KE, this is getting spooky, the number of times we cross post

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 06-08-2007 at 05:32.

  6. #216
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Took a bit, charge_attack broke my script. Try these here:

    http://www.twcenter.net/forums/downl...o=file&id=1439

    These should fix the "pigsnout helm" anim problem like the walk anim.
    Let me know how it goes. This could be generalized.

  7. #217
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Hi GrumpyOldMan,

    I think I've resolved zxiang1983's anim problem so this is a good
    time to consolidate knowledge. We understand the data in the
    meshes: vertices, triangles, and bones. We understand the data
    in .cas files: rotations, animations, and pose or skeletons. We don't
    know what the bounding sphere is exactly; is it a fight anim thing
    or a spacing thing, or a projectile impact thing. My spider-archer
    experiment from a couple of months ago didn't really elucidate things.
    I guess if I has to put forth questions mine would be:

    (1) What is the bounding sphere?

    (2) How do we add extra bones? Your research indicates we add them
    after the weapons/shields bones, I haven't modified my animmerge and
    animextract for this, but I've studied it and it shouldn't be hard. Just
    need to "continue" over bones containing "weapon" or "shield".

    (3) Templates: Not sure if I'm thinking the same thing, but I see this
    as bones, hierarchy data, and bone names for insertion into an animation
    directory. (MTW2_Spear_tailsthatwag for instance). Or flying anim
    families where wing bones are animated but are tied to an existing
    mount. walk and run etc. become flying anims. If the game is truly
    2D this is probably a non-starter.

    (4) Are siege engines so different? Haven't looked at the anims.

    There has been lots of good ideas on this but I haven't kept good notes
    about it all. I would like to at least write up the .cas file format while I've
    got the variations sort of in my mind. Vacation coming up so I'm under a
    constraint there, good constraint that is.

    Was bad, (or good), and spent my lunch hour writing help info buttons
    for animationutilities. If I can get create_image to work like the
    documentation says, I might even have an about box.

  8. #218

    Default Re: Animations

    Hi, KE. Just tested those charge anim file. They are perfect, great work !

    And BTW, about their walking anim, I suppose you were using 2h_axe_walk.cas. That file is broken. Not only the face is twisted but the anim itself is just incontinuous. But obviously CA realized that problem so there's another file called 2HAxe_walk.cas which is as perfect as your charge anim

    Thank you for your kindness.

  9. #219
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @zxiang1983
    Glad to hear that. This means we should be
    able to fix up other interesting animations even
    if they're out of kilter with the regular ones. Now that
    I've seen GrumpyOldMan's explanation of how the anims
    work, I understand why the data had to be reordered since
    it isn't just string look-ups. This is getting more and more
    interesting!

  10. #220

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant
    Hi GrumpyOldMan,

    I think I've resolved zxiang1983's anim problem so this is a good
    time to consolidate knowledge. We understand the data in the
    meshes: vertices, triangles, and bones. We understand the data
    in .cas files: rotations, animations, and pose or skeletons. We don't
    know what the bounding sphere is exactly; is it a fight anim thing
    or a spacing thing, or a projectile impact thing. My spider-archer
    experiment from a couple of months ago didn't really elucidate things.
    I guess if I has to put forth questions mine would be:

    (1) What is the bounding sphere?
    I'm not really sure but the differences in radius(?) values between various weapon types seem to indicate something to do with fighting. I think until we know more about it, we should make any new figures human size and then use scaling to change size so we have examples of valid bounding spheres to use.

    Quote Originally Posted by KnightErrant
    (2) How do we add extra bones? Your research indicates we add them
    after the weapons/shields bones, I haven't modified my animmerge and
    animextract for this, but I've studied it and it shouldn't be hard. Just
    need to "continue" over bones containing "weapon" or "shield".
    I've sat down and had a think about this and we'll have to site the weapon bones at the end of the figures, otherwise there will be a clash between bone index values in the mesh and anims. The anims will have a hole in the run of bone indices if we take the weapon bones out of the middle of a figure, this would lead to catastrophic if not amusing results. I'm not sure the engine can take it (I sound like Scotty in Star Trek ). I've had to put in an option for template creation from an ms3d to add weapon bones if not already included, the template creation from a basepose or anim cas has this done automatically. So weapon/shield bones will have to go at the end of any new meshes or else the bone hierarchy gets out of sync between the mesh and anims.

    Quote Originally Posted by KnightErrant
    (3) Templates: Not sure if I'm thinking the same thing, but I see this
    as bones, hierarchy data, and bone names for insertion into an animation
    directory. (MTW2_Spear_tailsthatwag for instance). Or flying anim
    families where wing bones are animated but are tied to an existing
    mount. walk and run etc. become flying anims. If the game is truly
    2D this is probably a non-starter.
    Making a template for the meshes is fairly straightforward, basically extracting bone hierarchy, names and positions for making plug in bits for ms3d and mesh files. For the animation process it may be a bit more difficult if bones have been inserted into (or deleted from) a vanilla hierarchy. For example if you do have a lizardman that has tail bones inserted after the head type bones, you'll have to rely on string recognition to make sure that you're transferring the right translations/rotations to the right bone. You may have to come up with a convention that new bones can only be added at the end of vanilla hierarchy if you're going to be transferring existing anims to new skeletons. If bones have been deleted you'll have to rely on string recognition. The same would apply to flying skeletons if they are viable. Unfortunately we can't tie animated attachments or weapons with separate animations to skeletons with the current engine. I went over this with Caliban when I was working on the standard bearer and if we want to add any new animations they have to included in the overall anim cas. So wings would have to attached to the mesh and anim hierarchy, and animated to fit in with the separate anims. With the standard bearer I've had to retime the flag anim for cas' with frames from 11 to 217 frames. I'm about half way through at the moment.

    Quote Originally Posted by KnightErrant
    (4) Are siege engines so different? Haven't looked at the anims.
    I think the main difference for siege engines is that they have two sets of anims, one for normal and one for destroyed. Lots more adventures to go, KE.

    Quote Originally Posted by KnightErrant
    There has been lots of good ideas on this but I haven't kept good notes
    about it all. I would like to at least write up the .cas file format while I've
    got the variations sort of in my mind. Vacation coming up so I'm under a
    constraint there, good constraint that is.

    Was bad, (or good), and spent my lunch hour writing help info buttons
    for animationutilities. If I can get create_image to work like the
    documentation says, I might even have an about box.
    Sounds like a worthy way to spend your vacation, if you're working on the mtw2 stuff, try to not look as if you're enjoying yourself and moan and complain a lot, otherwise you'll be snatched away to work on something else. This is what usually happens to me

    Cheers

    GrumpyOldMan

  11. #221
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Ok, some success with adding extra bones to make a tailed unit.
    Wrote a utility to reorder bones and put the weapon/shield bones at
    the end with the new bones in front of them. Another utility exports
    the new skeleton file and hierarchy tree to all the .cas files in a directory
    putting in 0.0 0.0 0.0 1.0 quats for the new bone rotations and
    0.0 0.0 0.0 for the new bone animations deltas and puts the new bones
    in the pose data. Then used animmerge to pull the animation into the
    .ms3d file and opened in Milkshape with the walk animation. Then animated
    bone_tail1 in the keyframer. Here's the result:



    I just assigned some vertices to bone_tail2 to make a fake tail using
    the existing vertices in armored_sergeants. The red circle is bone_tail1
    and the green is bone_tail2. The animation just wags the tail for 19 frames.

    The problem is back converting. GrumpyOldMan's didn't work for me so I
    tried the Python meshconverter which just uses the bones that are in
    the .ms3d file. The only modification is the node numbers. I'm guessing they
    should go like this:

    Code:
    bone_pelvis       0
    bone_rthigh       1
    bone_rlowerleg    2 
    bone_rfoot        3 
    bone_abs          4
    bone_torso        5
    bone_head         6
    bone_jaw          7
    bone_eyebrow      8
    bone_rclavical    9
    bone_rupperarm    10 
    bone_relbow       11
    bone_rhand        12
    bone_lclavical    13
    bone_lupperarm    14
    bone_lelbow       15
    bone_lhand        16
    bone_lthigh       17
    bone_llowerleg    18
    bone_lfoot        19
    bone_tail1        20
    bone_tail2        21
    bone_weapon01     22
    bone_weapon       22
    bone_weapon02     23
    bone_weapon03     24
    bone_shield01     24
    bone_shield       24
    Will try to make a new animation family and put it in descr_skeleton.txt
    and see if the extra bones work in the game this weekend.

  12. #222

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant

    The problem is back converting. GrumpyOldMan's didn't work for me so I
    tried the Python meshconverter which just uses the bones that are in
    the .ms3d file. The only modification is the node numbers. I'm guessing they
    should go like this:

    Will try to make a new animation family and put it in descr_skeleton.txt
    and see if the extra bones work in the game this weekend.
    You're quite right, until I can get my a*** into gear and finish the template version of the converter, you won't be able to use the converter for anything else than vanilla skeletons. The reason I'm going with a template system is so that people can convert from one skeleton to another ie if you wanted dwarf dismounted templars, you'd convert the mesh using a dwarf template and adjust the vertices to fit, or standard bearer, etc. The merge groups function would also use the templates. I may be able to face a long, long, long scroll of source code again soon but haven't had the chance to do so lately. Wish me luck as I battle with the GUI.

    Cheers

    GrumpyOldMan

  13. #223
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    I do wish you luck with the GUI. Its always the most tedious part,
    at least in Python it's been. There isn't a whole lot of documentation,
    and usually that's wrong as well.

  14. #224
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    GOT IT, GOT IT, GOT IT! Extra bones in game for
    units with weapons/shield bones.



    All the English armored_sergeants_mutants are wagging their tails
    underneath their tunics as they execute the walk anim.
    Blowing the froth off a cold one must have done the trick!
    Couldn't be more chuffed at the moment...love that word!

  15. #225

    Default Re: Animations

    Nice work

  16. #226
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Animations

    Great work

  17. #227
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Animations

    Bet Bwain goes mad when he hears this! Great work KE!

  18. #228

    Default Re: Animations

    KE, wow that's butt kicking! I mean tail kicking! I mean, er, you know what I mean!

  19. #229
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Many thanks guys, never knew animations was
    going to be so fun.

  20. #230

    Default Re: Animations

    You guys are doing amazing work.

  21. #231

    Default Re: Animations

    Go mad...ALREADY MAD!

    But mad and happy now...thinking thoughts of Lizardmen with tails and skaven waving their backsides around like proper rats.

    This is really a bit of a landmark breakthrough. If we can add bones and animate them, then we can make ANYTHING for MTW that fits with the overall game mechanics. Any size...any shape....anywhere!

    We now have just about all the barriers that limited RTW modding overcome.

    Wonder...in all this...if there is now a way to actually make a chariot!
    Careless Orc Costs Lives!

  22. #232
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Yes, this is very encouraging. Many thanks to GrumpyOldMan
    for all the investigations into what can and can't be done with
    bones. I got cc'd on some e-mails between Caliban and GOM
    and I know that chariots were a big interest item. I think the
    answer was that chariot anims are NOT in MTW2 BUT one could
    make an ersatz one by deriving a anim family from the horse.
    Take a horse and add extra bones like bone_left_rail, bone_right_rail,
    bone_chariot_body, bone_left_wheel, bone_right_wheel, you get
    the picture. Now you have to deal with what anims the horse has.
    Here's what I got from my surveys for horse, camel, and elephants
    as far as their anim commands are concerned:



    Code:
    fs_horse                 fs_african_elephant     fs_camel                       
                                                                                    
    default                  default                 default                        
                                                                                    
    stand_a_idle             stand_a_idle            stand_a_idle                   
    stand_a_to_walk          stand_a_to_walk         stand_a_to_walk                
    stand_a_to_run           stand_a_to_run          stand_a_to_run                 
    stand_a_to_charge        stand_a_to_charge                                      
                                                                                    
    stand_a_turn_90_cw_1     stand_a_turn_45_cw_1    stand_a_turn_90_cw_1           
    stand_a_turn_90_cw_2     stand_a_turn_45_ccw_1   stand_a_turn_90_cw_2           
    stand_a_turn_90_ccw_1    stand_a_turn_90_cw_1    stand_a_turn_90_ccw_1          
    stand_a_turn_90_ccw_2    stand_a_turn_90_ccw_1   stand_a_turn_90_ccw_2          
                                                                                    
    stand_a_hf_idle_1        stand_a_lf_idle_1       stand_a_hf_idle_1              
    stand_a_hf_idle_2        stand_a_lf_idle_2       stand_a_hf_idle_2              
    stand_a_hf_idle_3        stand_a_lf_idle_3       stand_a_hf_idle_3              
    stand_a_lf_idle_1        stand_a_lf_idle_1                                      
                                                                                    
    shuffle_forward                                  shuffle_forward                
    shuffle_backward                                 shuffle_backward               
    shuffle_left                                     shuffle_left                   
    shuffle_right                                    shuffle_right                  
                                                                                    
    walk                     walk                    walk                           
    walk_to_run              walk_to_run             walk_to_run                    
    walk_to_stand_a          walk_to_stand_a         walk_to_stand_a                
                                                                                    
    run                      run                     run                            
    run_to_walk              run_to_walk             run_to_walk                    
    run_to_stand_a           run_to_stand_a          run_to_stand_a                 
    run_to_charge            run_to_charge                                          
                                                                                    
    charge                   charge                  charge                         
    jump                     charge_attack           stand_a_to_charge              
    refuse                   attack_mid_low_1        run_to_charge                  
    attack_mid_centre_1      attack_mid_centre_1                                    
                             attack_mid_high_1                                      
                                                                                    
    die_forward_1            die_forward_1           die_forward_1                  
    die_backward_1           die_backward_1          die_backward_1                 
    die_forward_2                                    die_to_back_right_1            
    die_backward_2                                   die_falling_cycle              
    die_to_back_right_1                              die_falling_end                
    die_to_back_right_2                              die_galloping                  
    die_to_back_left_1                               die_refusing                   
    die_to_back_left_2                                                              
    die_falling_cycle                                                               
    die_falling_end                                                                 
    die_refusing                                                                    
    die_galloping                                                                   
                                                                                    
    idle_to_swim             idle_to_swim            idle_to_swim                   
    swim_to_idle             swim_to_idle            swim_to_idle                   
    swim_idle                swim_idle               swim_idle                      
    swim                     swim                    swim                           
    swim_shuffle_forward     swim_attack             swim_shuffle_forward           
    swim_shuffle_backward                            swim_shuffle_backward          
    swim_shuffle_left                                swim_shuffle_left              
    swim_shuffle_right                               swim_shuffle_right
    The horse is, of course, the most complex. But if these could all be
    suitably modified maybe a chariot would work.

    My interest for July when I get back from vacation is to try a flying mount.
    GOM has already warned me that the success/failure for this or maybe
    game interest for this depends on if the game is fundamentally 2D or 3D.

    Suppose you make a Nazgul flying reptile based on the horse. It has the
    usual horse bones only changed to make it reptilian. Now you add wing
    bones which we know should work, it's just a new type of "horse". Change
    the stand_a_to_walk animation to be a rather long standing on the ground
    to actual flight animation with the mount 20 meters up in the air.
    Also change the repeatable walk, run, charge, etc. animations to be airbourne.
    How would this interact with units? If the bounding sphere really is just a
    collision detection mechanism and it accepts the y values as true then
    maybe flying over another unit doesn't trigger a fight anim. The main problem
    GOM saw was interacting with walls. Maybe an airborne unit can't overfly
    a settlement until the gate is breached and then can only fly over the gate.
    This is the whole 2D/3D question. Don't know how to settle it until we
    give it a go. Anyway, my two cents on the thing.

    Have to try this smilie too, just noticed it in the list...

  23. #233

    Default Re: Animations

    Elephant would probably be a better base for trials, think the rider position is hardcoded to a certain bone on the horse and it mightnt be possible to have multiple passengers on a horse.

  24. #234

    Default Re: Animations

    Hi KE and Casuir

    Quote Originally Posted by Casuir
    Elephant would probably be a better base for trials, think the rider position is hardcoded to a certain bone on the horse and it mightnt be possible to have multiple passengers on a horse.
    The mounts we are restricted to in mtw2 are horse, camel and elephant. I've been thinking about chariots and how we can fudge them. Both horse and camel are restricted to one rider each, only elephant can have more than one rider. By the way this is all controlled in descr_mount.txt in the data folder. There's ways of getting around this for horse and camel by making the driver part of the mount instead of a separate rider. The other thing to bear in mind is that some mounts have adverse effects on opponents, ie camel against horses. Sitting around chewing my pencil about this, I'd think that for a light chariot maybe a camel based chariot would be best and for a heavy 4 horse chariot maybe an elephant based model would be best.

    Quote Originally Posted by KnightErrant
    My interest for July when I get back from vacation is to try a flying mount. GOM has already warned me that the success/failure for this or maybe game interest for this depends on if the game is fundamentally 2D or 3D.
    Fast way to check, add 15 to the y value of the pelvis movement for the run and/or charge anims for a particular figure. The figure will leap upward when you charge them at a unit in the back row. If they drop out of the sky to fight intervening troops then the collision system is 2D, otherwise 3D. Incidentally the descr_mount.txt also records the height of the root node bone above the ground.

    Cheers

    GrumpyOldMan

  25. #235

    Default Re: Animations

    Mount advantages and disadvantages against each other are specified by unit in the edu, according to the comments this can be set by mount class or by specific type so thats not really an issue. I'd go with basing both on elephants, I dont think horses and camels are capable of having their own attacks which would be neccessary for scythed chariots and the like.

  26. #236
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Thanks GrumpyOldMan and Casuir,

    I'll try the adding offset to y values tonight.
    That sounds like a fun experiment.

  27. #237

    Default Re: Animations

    If we are looking at how this would all fit together, then the Elephant is hte logical staret point. The 'mahoot' unit would have the driver animations, and there could be multiple passengers on the chariot. You also do not have jump type animations or overly animated death routines. We would just have to have a 'pole' bone that linked the actual horse part to the chariot part. It wouldn't do much... but it would ensure continuityu of hte skeleton. Then you would have to have a 'wheel' bone to allow hte axle to rotate.

    I was going to re-site the tail bones to do this on a skeleton that had been re-shaped to match the horse one as soon as KE's animation script was able to handle non-human units. This would be easy enough to do. You could also add an extra bone for 4-wheeled chariots!

    The worst aspect of this would be the fact that we would only have a single set of bones for a horse. The extra horses would be east to do...just parallel meshes rigged to the same bones... but the horses would always move in step. This might look odd.

    On the subject of looking 'odd' I think I have found a hitch with version 4 of the animation modifier tool. When I made osme units based on teh mace base for single handed weapons, the weapon bone did not seem to go with the hand bone anymore! The weapon was floating in space away from the hand, despite being correct in ~MS3D. It's easy to work around, and no big issue....since I just assigned the weapon to the hand bone to cure it. Not sure what the cause was. It worked fine on the 2-handed animation before!
    Careless Orc Costs Lives!

  28. #238
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    @Bwian
    Don't know what the issue is with the weapon bone;
    I don't ever do anything with weapon/shield bones in
    the meshconverter or the animation utilities. I just put
    them in .ms3d with zero offsets and read them back out
    on the back conversion with the meshconverter. For the
    animation utilities they just sort of occupy space but don't
    ever get any data associated with them. I'll have to have a look
    when I get back from vacation.

    @All
    Tried GOM's experiment: Here's the flying dwarves.



    For some reason they are flailing a lot when they should just be walking
    on air. Finally found a good use for convertcastotxt and converttxttocas.
    Converted the walk anim to ASCII and just modified the bone_pelvis y values
    and then converted back to binary .cas format and rebuilt the packs.

    Anyway, long story short. The captain stayed on the ground and the
    moment the lines met the dwarves descended and started fighting. Not
    definative because of the captain issue but it appears the game is 2D
    in collision detection; not 3D. Haven't tried the same thing against
    a city wall but maybe tomorrow.

    Will try to post a version 1.1 of the animationutilities before I take off.
    User's Guide and Tutorial is done, just need to make some neat graphics of
    the dwarves and tailed armored_sergeants for cover art and the gee whiz
    factor.

  29. #239
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Ok, posted the latest version of the animationutilities here:

    http://www.twcenter.net/forums/showthread.php?t=105527

    Bug reports are ok, but let me know what you think of the
    all-pervasive dragon theme in the User's Guide and the about
    box of the Python script.

  30. #240

    Default Re: Animations

    haha, that means we can make a superman, lol? Wish they could attack ground targets.

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