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Author Topic: WIPs (3D) - Animation Dump.  (Read 27480 times)
zenbitz
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« Reply #15 on: September 03, 2009, 07:41:21 PM »

The "throw" looks like a "bitch slap".  Not that there's anything wrong with... oh, I guess there is.
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Sirren
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« Reply #16 on: September 03, 2009, 07:46:33 PM »

I completely agree with you, the throwing arm movement is completely wrong. I'll post a fixed version when ready.
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shevegen
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« Reply #17 on: September 04, 2009, 12:59:30 PM »

Perhaps he would have to lean a bit more back to his side, it is a spear-like throw movement or?
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Sirren
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« Reply #18 on: September 04, 2009, 01:30:21 PM »

No, it should only be used for rocks/hand grenades and maybe knives.
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Gaspard
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« Reply #19 on: September 04, 2009, 06:17:32 PM »

you could have an 'emote' function in-game, at first it would work well for testing purposes, later it can be scrapped or left in just for fun.

right-click on the character and choose an emote action...
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shevegen
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« Reply #20 on: September 06, 2009, 12:07:05 PM »

Yeah and if that gets in game, add
/throw
/run

as aliases to the right-click on character too. So people can test-trigger it! Cheesy
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Sirren
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« Reply #21 on: September 06, 2009, 07:30:57 PM »

The "Emote" feture would come handy indeed!
Now, down to business:
Two old animations applied to a new character.
I actually remade my rig. This is the production one. It features better controls for shoulders, hands and neck. The character I'm using is made out a new base mesh, with better joint deformation for elbows, knees and shoulders.. Not to mention standard proportions.  Shoulder deformation was the most important feature, this is something you didn't see in my animations yet. Image canvas is now 200X200, this will give more room for falling animations and the like. Apparently no growth in size..
 Anyway here you go Stand Idle and walk (not tested in game yet).


C&C welcome as usual.
« Last Edit: September 06, 2009, 07:32:30 PM by Sirren » Logged
shevegen
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« Reply #22 on: September 07, 2009, 12:04:53 AM »

Is that another char? He looks different, that confuses me heavily.
I fell in love with the guy and his tornister (that satchel) on his back

Anyway, on the walking part of that last animation, not sure if that would be in game, but the gif looks slightly "jumpy" at the end (before it starts from frame 0), as if he would have a leg wound in one leg and has trouble moving that leg. Or perhaps his left leg is the stronger leg and he pushes more with that ... just looks a bit unusual.

The idle animation seems fine. Though perhaps one could say that he loads a small pistol quickly, half-secretly ... I mean, he looks around before doing those things with his hands Cheesy
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meinmartini
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« Reply #23 on: September 07, 2009, 01:55:17 AM »

Is that another char? He looks different, that confuses me heavily.

Two old animations applied to a new character.
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shevegen
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« Reply #24 on: September 07, 2009, 01:15:54 PM »

Ah I see.

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superfluid
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« Reply #25 on: September 07, 2009, 07:53:09 PM »

So... I'm probably not the only one thinking this but... when can we get these into the game? Cheesy
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shevegen
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« Reply #26 on: September 07, 2009, 08:47:35 PM »

Who knows for the game but they could easily go into the demo.

And if i get to pick up on my python I wanna give a try at an /emote Cheesy
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Sirren
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« Reply #27 on: September 07, 2009, 08:52:00 PM »

You're right about the walk animation, Shevegen. I exagerated hips movement and/or the passage between rigs wasn't painless.
I think those animations could make it for techdemo1.. As soon as doors/objects are implemented.
Another WIP: critically hit and killed. To be fixed, really:
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mvBarracuda
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« Reply #28 on: September 08, 2009, 02:11:14 PM »

Added the new raider animations to the wiki gallery:
http://wiki.parpg.net/Gallery#Characters_2

Just saw that the animations still seem to be WIP as they're rendered without shadows. Would it be hard to render them with shadows or do you have any plans to apply major changes to the animations so you didn't render with shadows activated as they're work in progress anyway?
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Sirren
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« Reply #29 on: September 08, 2009, 02:33:54 PM »

These animations are actually rendered with full shadows on. They are erased by the GIF conversion process.
Most of these animations are WIPs anyway. As I write I'm editing this last fall down clip and I think I'm restarting from scratch..
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