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Author Topic: [Tool] Animation Combiner v2  (Read 4085 times)

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[Tool] Animation Combiner v2
« on: »
(continuing from another thread - [Link])

Here's a utility to combine XML skeletal animations, and it should work without deforming the animations even if the bind poses of those animations are different.

It's currently a command-line program, and if there's enough interest in it or requests for it, I can make a GUI version of it.

You can specify up to 32 inputs (even duplicating some inputs if you want to repeat some animations).

Enjoy!
« Last Edit: June 25, 2016, 12:46:15 pm by Khazad »

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Re: [Tool] Animation Combiner v2
« Reply #1 on: »
nice
just tested it out and made some combined animations :D

i wonder if i can just make batch files to quickly run the program without going into cmd

Re: [Tool] Animation Combiner v2
« Reply #2 on: »
You could do a batch script but then you'll lose control of the order of animations.

Though you can make specific-case scripts for specific combos and such. :)

Re: [Tool] Animation Combiner v2
« Reply #3 on: »
yep thats what i was thinking of, then i could just edit the bat file and swap animations to combine  ;D

Re: [Tool] Animation Combiner v2
« Reply #4 on: »
For complete 3d modeling zeroes like myself, this is heaven-sent :D

I am already thinking of pre-working existing animations (like just taking parts I want) and using them in this combiner!

If/when you get around to it, samples of the batch files would be great :P !


Re: [Tool] Animation Combiner v2
« Reply #5 on: »
For complete 3d modeling zeroes like myself, this is heaven-sent :D

Which is why I created the tool, so 3dsmax/blender isn't required for stuff like this :)  Alongside existing utilities (CCC's converter/Retimer/etc), I think it gives decent flexibility for making new animations, as long as you don't need fine-grained control knobs.

Quote
If/when you get around to it, samples of the batch files would be great :P !

Batch files aren't really required, but they're definitely helpful.  You'll be editing those batch files a lot though (as Twinkle alluded to), so IMO it's helpful to understand the workflow so you know what the batch files are doing:

1. Select the animations you want. (using TLModelViewer or GUTS)

2. Use OgreXMLConverter to convert .skeleton animations to XML animations.

3. (optional) Retimer/other processing

4. Run AnimCombine, specifying the order of animations to combine, and the output XML.

5. Use OgreXMLConverter to convert the combined animation XML to a .skeleton file.

6. Create a new set of anim keys, derived from the animations you selected.  This can be a lot of manual work, depending on how "processed" those animations are from their original.
« Last Edit: June 25, 2016, 09:17:33 pm by Khazad »

Re: [Tool] Animation Combiner v2
« Reply #6 on: »
Thanks again Khaz. Yes the flow is helpful ;)

6. Create a new set of anim keys, derived from the animations you selected.  This can be a lot of manual work, depending on how "processed" those animations are from their original.

I usually view the animation in OGRE Mesh Viewer, take note of the important frame numbers and write up the [ANIMATION] defs from there :P


Re: [Tool] Animation Combiner v2
« Reply #7 on: »
Thanks again Khaz. Yes the flow is helpful ;)

Of course :)  It's basically the outline for a batch file, should you choose to use one. 

Quote
I usually view the animation in OGRE Mesh Viewer, take note of the important frame numbers and write up the [ANIMATION] defs from there :P

That's a good way, and everyone has their own style ;). For me, I use a calculator to do transforms on the original keys  :D .  Works well enough!

Re: [Tool] Animation Combiner v2
« Reply #8 on: »
Quote
I usually view the animation in OGRE Mesh Viewer, take note of the important frame numbers and write up the [ANIMATION] defs from there :P

you can do it inside guts lol
just go into the anim itself(through the editor) and slide the time to get proper timing, i dont even take note of the key frame numbers lol.

Re: [Tool] Animation Combiner v2
« Reply #9 on: »
you can do it inside guts lol
just go into the anim itself(through the editor) and slide the time to get proper timing, i dont even take note of the key frame numbers lol.

That's probably the easiest way :D .  Never actually used it to make anim keys (just used it as an anim viewer, lol), so thanks for the tip!

On an unrelated note, I'm kinda curious what new animations you guys are coming up with using the program  ;D
« Last Edit: June 25, 2016, 09:46:36 pm by Khazad »

Re: [Tool] Animation Combiner v2
« Reply #10 on: »
used it to prototype anarchs animation lol
also did a kick combo anim that would be sweet with a martial artist type class lol

Re: [Tool] Animation Combiner v2
« Reply #11 on: »
I am quite figuratively drooling over the prospect of using this to make a couple of animations I've always wanted.

Re: [Tool] Animation Combiner v2
« Reply #12 on: »
Sorry for the necro! I dug this up because I plan to use it to make an animation for a skill that will be exclusive to the new Alch Transmuter set by Kva in Anarch's TL1 Armors mod  :D

Anyways I added a readme file based on one of Khazad's posts about the app, and I've mirrored his DL here.

EDIT:

BTW, this is also where I mirrored Kva's & Abramoff's Animation Retimer!

EDIT (June 2018)
Updated the readme a little more...

Spoiler (hover to show)
« Last Edit: June 16, 2018, 12:57:24 am by Phanjam »


 

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