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  1. #1
    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.

  2. #2

    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

  3. #3
    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.

  4. #4
    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!

  5. #5

    Default Re: Animations

    Nice work

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Animations

    Great work

  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Animations

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

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