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Author Topic: WIPs (3D) - Animation Dump.  (Read 27476 times)
meinmartini
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« Reply #30 on: September 08, 2009, 06:51:39 PM »

How sophisticated is the shading component? Will it bend around objects? Just curious.
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mvBarracuda
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« Reply #31 on: September 08, 2009, 07:33:51 PM »

Bending shadows around objects is pretty hard to implement if you're not going for full 3d complexity. Something like that isn't supported by FIFE but I don't think that such graphical glitz adds much to the gameplay of an RPG either.
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Sirren
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« Reply #32 on: September 09, 2009, 01:42:30 PM »

Ok, just to make it more clear: floor shadows get erased. The model itself casts shadows on itself and that's rendered. Keep in mind that what you see here are 256 colours .GIFs. Some of them are .GIFs I converted from Fallout's .FRM animation format.. That means an even crappier palette.
I don't know if I got the shader question right..
My character are made up with different pieces (legs, feet, trunk..). Each piece has a phong material applied with a diffuse map. Different pieces means I can quickly have different specularity values. Each material also has an ambient occlusion node applied for rendering.
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qubodup
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« Reply #33 on: September 09, 2009, 04:50:24 PM »

Some of them are .GIFs I converted from Fallout's .FRM animation format.. That means an even crappier palette.
Come again? Does this mean you use images from Fallout?  Huh
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shevegen
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« Reply #34 on: September 09, 2009, 05:28:29 PM »

Fallout seems to have a specific animation format.
A nice explanation is on:
http://falloutmods.wikia.com/wiki/FRM_File_Format

The FIFE engine seems to understand it:

http://wiki.fifengine.de/Features#General

Quote
Support for the FRM image format (used in Fallout 1 & 2)

(Hmm that FIFE wiki page wasnt updated in a year...), but this is actually an interesting question. What format do we use for PARPG actors?
« Last Edit: September 09, 2009, 05:30:32 PM by shevegen » Logged

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mvBarracuda
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« Reply #35 on: September 09, 2009, 06:12:13 PM »

The FRM format might not be supported anymore by FIFE AFAIR.
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shevegen
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« Reply #36 on: September 09, 2009, 11:41:43 PM »

Sad
How can evolution ever go backwards....

.. just kidding, I can understand that. Often code rearrangements and changes to existing code can break things.
Perhaps the more important question would be if FIFE will support it in the future, but come to think about it, i think we at PARPG should probably better care about PARPG features than for FIFE features ... :-)
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mvBarracuda
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« Reply #37 on: September 09, 2009, 11:57:51 PM »

The Fallout file format offers nothing that would be useful for FIFE. It's over a decade old and seriously lacking feature-wise. We should not care about it.
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Sirren
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« Reply #38 on: September 11, 2009, 06:40:23 PM »

I completely agree with you, Barra.
Somewhat fixed Hit_And_Killed animation:
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Suzi
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« Reply #39 on: September 11, 2009, 07:07:11 PM »

Hi,

those animations look really good.

As far as i understand all male NPCs will get those same animations.
But what makes a character is also how the character moves. The typical raider is hungry for blood, he wants action,
so maybe he uses his foot to open a door, grabs the stuff from the floor more greedy, etc.
From a technical standpoint this is probably the only way to get this RPG finished.

So when raiders have the same animations, they have to be much different visually from the normal NPC.
I think that raider on page 1 doesn`t looks brutal enough, i`d rather like to see him as civilian or player character.
« Last Edit: September 11, 2009, 07:08:51 PM by Suzi » Logged
Sirren
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« Reply #40 on: September 11, 2009, 07:23:12 PM »

That's the plan. One rig shared by many models, different flavours of the same animation. This last fall down one will have a variant for characters without a back pack, for example.
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meinmartini
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« Reply #41 on: September 12, 2009, 04:11:31 AM »

It's probably a bit early to be getting too critical of the animations. These are just a draft anyway, aren't they?
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shevegen
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« Reply #42 on: September 12, 2009, 12:40:33 PM »

They are good enough for the demo! Wink
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Sirren
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« Reply #43 on: September 12, 2009, 03:35:09 PM »

Yep, they're drafts in a sense.. I usually make all the animations I need. Then I wait a few weeks and revise them. Usually I remake some 50% and tweack the rest. Those are the final ones, usually. just like anything you do practice makes perfect, or at least substantially better.
These animations will be good enough for a tech demo anyway  Wink
Another one: hit in melee (or hit_front if you like)

EDIT:
Unarmed Dodge
« Last Edit: September 12, 2009, 08:51:24 PM by Sirren » Logged
Sirren
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« Reply #44 on: September 13, 2009, 12:15:07 PM »

..And now another one: basic punch. Some minor tweacking required, I think.






EDIT: Fixed Knocked Back:

« Last Edit: September 13, 2009, 04:15:05 PM by Sirren » Logged
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