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Author Topic: [Animation] Some new animations for Characters models  (Read 28938 times)

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Re: [Animation] Some new animations for Characters models
« Reply #90 on: »
Well, here it is the animation that Twinkles asked, I've it called Ember Combo, since it's for an alchemist skill, but I could be just combo for what it is.



This one is 1.5s long, and I wouldn't make it faster since the movements lose detail and looks a bit erratic, but whatever you see fit when you use it is right.

As Always the file contains the animation for Male and female, and a text file with the recomended key triggers for the animation.

Special Ember Combo

Re: [Animation] Some new animations for Characters models
« Reply #91 on: »
Awesome work, Anarch!  8)   Can't wait to see it in-game!

Re: [Animation] Some new animations for Characters models
« Reply #92 on: »
Yes fantastic work Anarch! I agree with your idea in the other post, DAMP / UNDAMPVELOCITY settings at the roght points would help give this animation PUNCH  :P


Re: [Animation] Some new animations for Characters models
« Reply #93 on: »
aww yiss

gonna use this to make that new skill

Re: [Animation] Some new animations for Characters models
« Reply #94 on: »
This one is 1.5s long, and I wouldn't make it faster since the movements lose detail and looks a bit erratic, but whatever you see fit when you use it is right.

i tried to work with it, but the ending stab part gets lost if you get any form of cast speed. i also ran some tests against faster bosses(werewolf) and the 1.5 second animation is effectively a 1.5 lockdown so it feels kinda slow even if the anim looks fast.
i think just making it a 2 hit skill with Rslash 3 > 1 would be more practical, and would flow better if spammed

anyway thanks for making the anim for me, and sorry i couldnt get it to work out  :(
i can create something using the anim combiner khaz provided but it will never be as smooth as one you make lol.

« Last Edit: June 27, 2016, 12:15:05 am by TwinkleToes »

Re: [Animation] Some new animations for Characters models
« Reply #95 on: »
Well, No problem, I can make a two hit variation in an a couple of hours if you want, I can use the first 2 hits of the animation, or the first one and the stab if you still want to have the multi hit ending.  ;)

Re: [Animation] Some new animations for Characters models
« Reply #96 on: »
 :D thanks

the first backswing then forward swing is what im thinking of

i tried the combined animations but theres is a weird delay between the swings
im wondering if the swings can come one after the other

i noticed in the timer for the combined version the 2nd swing comes really late after the 1st swing
making it look odd when you spam it.

also thanks again for helping me out  ;D

Re: [Animation] Some new animations for Characters models
« Reply #97 on: »
:D thanks

the first backswing then forward swing is what im thinking of

i tried the combined animations but theres is a weird delay between the swings
im wondering if the swings can come one after the other

i noticed in the timer for the combined version the 2nd swing comes really late after the 1st swing
making it look odd when you spam it.

also thanks again for helping me out  ;D

Retimer to cut/speed up stuff might be what you're looking for :)  The delay probably comes from the combo of the swing recovery of the first anim, and the swing "warmup" of the second.

Of course, none of that compares to having custom anims made by Anarch  :D

Edit: Cut the last 0.22s from the first, and the first 0.22s of the second (and shift the second back by -0.22s).  Speed up both by 1.5x (so the resulting anim is 0.75s long.
 
« Last Edit: June 27, 2016, 08:04:31 am by Khazad »

Re: [Animation] Some new animations for Characters models
« Reply #98 on: »
ive only ever used retimer for multiplying the speed lol
will try that for testing purposes

thanks  :)

Re: [Animation] Some new animations for Characters models
« Reply #99 on: »
Yep, Retimer/Animcombine it's great for making prototype/mockup anims for testing or for when you can't get custom ones.

Edit: Retimer seems to have a state-tracking bug, so if you need to do more than one thing on an anim, it's probably best to do thing #1, save, quit and reload retimer, and then do thing #2.

Edit 2: Another retimer bug: it doesn't always change the anim length field after you cut something.

Edit 3: Another one: when you cut/retime stuff, sometimes it leaves stray keyframes beyond the end timestamp, which causes problems when fed into animcombine.

Here's a preview of Rslash3/Rslash1:

https://4.sendvid.com/6419gpsa.mp4

Edit: Looks like a single attack with a powerful backswing - you can separate it out more by cutting/shifting less.
« Last Edit: June 27, 2016, 09:11:52 am by Khazad »

Re: [Animation] Some new animations for Characters models
« Reply #100 on: »
Woah Great work there Khazad, looks pretty neat.

Also for Twinkles here is the new animations, this one is called special ember sword, this one is just the two slashes and is 1 second long.


As always, animations for male and female, and a text file with the recomended frame triggers.

Special Ember Sword

Re: [Animation] Some new animations for Characters models
« Reply #101 on: »
woo awesome !
that was quick
thanks  :D


EDIT:
just tested it

PERFECT
« Last Edit: June 27, 2016, 10:05:00 am by TwinkleToes »

Re: [Animation] Some new animations for Characters models
« Reply #102 on: »
So still being on my "create new animation" binge, here's something neat I cooked up, armed with a calculator (that is, some manual editing), animcombine, and retimer - Flipkick! :D

https://2.sendvid.com/u1ddu0tn.mp4

The kick part took the most recalculating/edits, but it wasn't too bad, just lots of trial and error.

(Showing it's not always necessary to have 3dsmax/blender to make animations  8) )

Edit:
Based on the same kick anim, a quick mock-up of a wow-inspired spinning crane kick (TBH, the pose needs to be reworked, but whatever =P)  (also particles are derived from warchief class)

https://3.sendvid.com/2cynxcvt.mp4
« Last Edit: June 27, 2016, 11:48:19 am by Khazad »

Re: [Animation] Some new animations for Characters models
« Reply #103 on: »
Nice to see you inspire Khazad  :D Yeah, with retimer and your animation combiner you can make some cool animations, if you could add some mixing features to the combiner, like making transitions or just using movements of just some parts of the body, like using the body movement of anim, and mix it with the lower body of the run anim for example, you would almost have the motion mixer of 3ds max. But this is a crazy idea, and would requiere a lot of math.

This remembers me of some animations that  Zyph did for his monk class some time ago, but he edited all by hand... totally crazy XD

Obviously, if someone want to really get into animations I would recommend getting 3ds max 2009 (student copy, trial, even a pirated copy would do, if your moral is a bit gray  :D) since the tools are much more robust and the use of IK constrains of the raw rigged player model makes everything a lot more easy to avoid impossible body possitions.

Re: [Animation] Some new animations for Characters models
« Reply #104 on: »
Actually in terms of math for anim transitions and motion mix, it's not too bad.  At least it's not any more involved as the math to mix together two animations with different bind poses.

The main challenge with transitions would be on the user end, trial-and-error to get them to be "smooth" (i.e. play at the same speed as the two animations it's going between).  Something like a combo of retimer, animcombine, CCC's utility, and the GUI of TL model viewer would be ideal (and wouldn't be that difficult, but rather time consuming to code up).

But at that point as you mentioned, one may as well go 3dsmax, since you get IK (which is totally awesome and far better than FK) and all the other fun tools along with it :)

Edit: Having a good eye with modelling/art is really critical, which I'm decidedly pretty terrible with :D .
« Last Edit: June 27, 2016, 06:50:34 pm by Khazad »

 

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