Torchmodders

Modding => 3D Modelling & Animation => Topic started by: Anarch16sync on August 13, 2015, 11:37:24 am


Title: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 13, 2015, 11:37:24 am
Hello Guys, I'ts been a while, but I'm here to share some new animatioms for the Character models.

---Edited to have all the animation posted in the first topic for easy access.

Stampede animation:
Spoiler (hover to show)

Soul Rent Animation:
Spoiler (hover to show)

Power Up animation:
Spoiler (hover to show)

Devastate Animation:
Spoiler (hover to show)

Parry Animation:
Spoiler (hover to show)

Ember Shock (Normal + Looping alternative) Animation:
Spoiler (hover to show)

Grapple Animation
Spoiler (hover to show)

Ember Lighting + Ember Lance
Spoiler (hover to show)

Ember Combo:
Spoiler (hover to show)
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on August 13, 2015, 12:53:05 pm
Anarch, this is great!  I was wishing for something like this just the other day when I was working on Stampede!
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 13, 2015, 02:25:02 pm
Hey Gyt, thanks  :D

Here is one more:

The old Soul Rent:
Spoiler (hover to show)

Destroyer_Soul_rent.rar (http://www.mediafire.com/download/focyxvbsk8d3a1u/Destroyer_Soul_rent.rar)

And a sneak peak, at the one I'm slowly working on...
Spoiler (hover to show)
The animation is playing at half speed, is actually faster. The tassets still need work, and I need to make the DW and Sword&Board variations. So that is going to take some time.
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on August 13, 2015, 03:42:14 pm
Hahahaha!  Oh, that is so cool.  Can't wait!  And the Stampede animation is already in the mod and hooked up.
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on August 13, 2015, 05:03:52 pm
Hello Guys, I'ts been a while, but I'm here to share some new animatioms for the Character models.
Hi,Anarch!  :)
Great work. I'm glad that you increases your animation skill, because there are some interesting task  :-\
http://torchmodders.com/forums/tl1cp-private-board/(destro)-animation-for-deadlock-skill/msg2431/#msg2431
 :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 13, 2015, 05:20:20 pm
Ok, I'm on it, gonna see what can I do.

Edit: Done  :D


Here is the Preview for the Power Up animation:
Spoiler (hover to show)
Spoiler (hover to show)

Tassets fullly animated, a shame it doesn't show... Next time I'll will show the bones at least  ::)

And here is the download for the files:

Destroyer_Power_Up.rar (http://www.mediafire.com/download/q26j35s5ksuc5xj/Destroyer_Power_Up.rar)
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on August 13, 2015, 08:25:09 pm
One small detail on the SoulRend animation... the left hand clips through the hilt of your weapon when using a 2-hander.  Might need 2 separate animations, one for 1-handers, one for 2-handers.
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on August 13, 2015, 09:39:59 pm
Here is the Preview for the Power Up animation
Look cool.  :) And you did it so quickly!  ???

I think you should do a little guide "the basics of animation in 3dmax".  8)
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on August 13, 2015, 10:03:38 pm
"the basics of animation in 3dmax".  8)
I learned a little this process, I know about the Biped, about key points and how to save and load Bip-files. But I have some questions - how to copy/paste frames and the like. (How to use ready animations for quick work). Maybe you know a good and understandable guide for this?

I need to do a lot of simple animations (hair, dreadlocks, tail) for my models - Predator and Vindicator.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 13, 2015, 10:14:09 pm
One small detail on the SoulRend animation... the left hand clips through the hilt of your weapon when using a 2-hander.  Might need 2 separate animations, one for 1-handers, one for 2-handers.

Ooh yeah, I just notice, the left hand is all over the place, I'll fix it tomorrow.


"the basics of animation in 3dmax".  8)

I learned a little this process, I know about the Biped, about key points and how to save and load Bip-files. But I have some questions - how to copy/paste frames and the like. (How to use ready animations for quick work). Maybe you know a good and understandable guide for this?

I need to do a lot of simple animations (hair, dreadlocks, tail) for my models - Predator and Vindicator.

I found this ones, they are pretty good tutorials.
 http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/depth-animation-tutorial-3ds-max-123520/ (http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/depth-animation-tutorial-3ds-max-123520/)
http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/happy-animating-ik-256580/#post2578195 (http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/happy-animating-ik-256580/#post2578195)
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on August 13, 2015, 10:22:45 pm
I found this ones, they are pretty good tutorials.
Many thanks, Anarch.  :)
I think that it is necessary to learn, after all ahead the future and new cool mods! And the new secret game!
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on August 14, 2015, 08:35:30 am
Hey @Anarch16sync ! Wow, back with a vegeance ;) these new anims are fantastic!

I love seeing the old Destro Soul Rend and Special Dash animations, so much character! 

Anarch, I'm really excited for the Devastate animation! You know Twinkletoes developed the multiple-animation technique and it looked SO great but it was hard to control in-game. So we switched to a traditional single animation, but it's just not the same :( Chthon described the original anim as 'hefty" and you've got it so right! Can't wait to use this for the Devastate skill when you finish it!

The Power Up animation is SO perfect for the Destro's new Deadlock skill! Thanks for making that so quick!

@gytfunke nice to hear you got the special-dash anim in for stampede.  So are you going to put in the Soul-Rend and Power-up anims too? 'cos I can get those in this weekend (I'd just ask you for your update-version with Special Dash already laid-in, so I can put them in there).  Just lemme know ;)
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on August 14, 2015, 09:16:03 am
Hey PJ,

The animations are all in-game and I've linked up Stampede and Deadlock's new animations.  I haven't linked up Soul Rend to it's new animation yet.  TwinkleToes' particle effects are very specific to the animation he used (EmberQuake).

So, we have a choice with Soul Rend:

1) Swap in Anarch's animation for Soul Rend and redo the particles.
--This would have maximal nostalgia factor and, in my mind, be ideal.
--However, it would be difficult to recreate Twinkle's particles.  If someone else wants to take on the particles, I think this is the preferable option.

or

2) Leave the Soul Rend skill as is and I'll use Anarch's Soul Rend animation for a new skill... a leaping strike.
--This is less nostalgic and less true to the Destroyer.
--The Destroyer may or may not need another attack skill. 
--It would be good excuse to replace Parry, which isn't a very interesting skill.


Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 14, 2015, 10:00:22 am
Well, for now leave the old Soul Rent animation, I fixed the Male animation, but the female needs a bit more of work. (Damn boobs getting in the way of the arm  :P)

And later I'll try to fix the TwinkleToe's particles to fit in the new animation... If It's too hard maybe just wait for Twinkle to comeback.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 15, 2015, 10:36:19 am
The Soul Rent animation is fixed, I also added some movements to the hands. Now It looks great.
I updated the file so the same link works.  8)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 23, 2015, 11:07:32 am
Well Guys I'm back, and the Desvastate Animation is complete.

The pack has 3 animations, a 2h/Sword&Board Animation loop, a DW animation loop, and and End animation. I didn't make a start animation because even if the TL1 desvastate skill has a start animation, It wasn't being played when you cast the skill (I checked).

Like before here is the preview:
Male
Spoiler (hover to show)
Female
Spoiler (hover to show)

And here is the file:
Destroyer_Special_Devastate.rar (http://www.mediafire.com/download/qnm7i3zryjjpsw4/Destroyer_special_Devastate.rar)

Since the animation is just an adaptation from the TL1 animation, this keys should work for it:
Code: [Select]
[ANIMATION]
<STRING>FILE:special_devastate_loop.skeleton
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:3.447533
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:5.931148
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:24.46598
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:44.8543
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:48.56524
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:6.240061
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:14.95143
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:27.24621
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:34.22766
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:45.84283
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:50.90902
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:61.10318
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:58.19939
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:59.92931
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:1.948605
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:18.13702
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:36.27404
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:59.12613
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:0.8993561
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:WARRIOREFFORT
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:34.4748
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:WARRIOREFFORT
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:0.1853484
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:9.614726
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:16.18088
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:26.01055
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:35.17583
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:47.40919
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:57.45799
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:66.95132
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:67.39443
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on August 23, 2015, 12:10:25 pm
Alright!  Putting Devastate in right away.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on August 23, 2015, 05:01:58 pm
Well Guys I'm back, and the Desvastate Animation is complete.

YESSSS! Thanks for this great work Anarch, looks really good! 8)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 24, 2015, 05:34:44 am
Hey, No problem guys. Now, if you need another animation for the skills just let me now. Maybe I will try to make some cool animation for the character select screen. 8)
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on August 25, 2015, 12:10:49 am
Hey @Anarch16sync , @gytfunke mentioned in the latest TL1CP files update he passed to me, that the new Stampede animation you made was malfunctioning. He mentioned it behaves as if the player is teleporting rapidly across the map.

Is it possible there are keys in the anim causing the skill to fire twice (or something like that)?
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 25, 2015, 05:41:04 am
mmm... I'm not sure, I'll take a look at the animation and see how it works in GUTS, and comeback to you guys.
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on August 25, 2015, 07:29:13 am
Sorry, nix that.  PJ, that was an old update using a previous version of the animation.  Anarch's is working fine.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 25, 2015, 07:31:58 am
Well, everything is good then, I actually test the animation replacing it in the Shield Bash skill, and worked fine.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on August 25, 2015, 09:06:13 am
Sorry, nix that.  PJ, that was an old update using a previous version of the animation.  Anarch's is working fine.

Sorry sorry! Yes after merging Gyt's updates and repacking the .MOD I saw it was working fine :o Sorry for the false alarm Anarch!
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on August 31, 2015, 07:02:44 pm
Hey Guys, just a quick sneak peak at the WIP for the Parry animation.

Spoiler (hover to show)

The animation still need a bit of polishing but the general feel of the attack is ready. I still need to also edit the left hand so it also usable with DW. Tell me how do you see it, and if you feel is alright for the Skill.
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on September 01, 2015, 01:26:11 am
hmm that parry animation seems like it would suit a skill like chain vortex more.

i checked back on your earlier posts and you suggested something like fioras parry for the destro and i agree :D
what i would do
is make animations for a channeling skill where the character holds a position in where it looks like its ready to lunge out
something like this:
Spoiler (hover to show)
that would be the channeling animation

then a quick animation end where the character releases an attack(probably 0.2-0.3 seconds long)
Spoiler (hover to show)

Btw all these were taken from Special_dart_fan,
maybe you could deconstruct that animation and use it as a base for what im thinking of

anyways for the skill itself, the character would channel for 0.5 seconds(possibly shorter if its too op) and be immune to all damage,
if the character is hit.
the skill will end, triggering the end animation and dealing damage to stuff while removing the invincibility

if the character is not hit
the skill will simply end without an animation and no damage effect

ive already got the coding figured out in my head, and could probably make a version using deadlock's animations, if i do ill post up a gif to show exactly how the skill would work mechanically.

that's my opinion(and wishful thinking), if you actually do my animation concept that would be sweet, but if not, i would just keep the original concept of parry as a spamable defense boosting skill, instead of a twitch based damage avoidance skill

Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 01, 2015, 04:56:32 am
Well, luckily this is the early phase, I have better idea for that kind of skill, but the anim wouldn't work on the actual set up.

For this set up you are describing I'm going to make something like this:
Spoiler (hover to show)

for 0.5 or less and then the hit.

Is better to do it all in one animation or do you want an Start, loop, end set up?
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on September 01, 2015, 05:19:30 am
oo awesome :D
i didnt even think about using iaijutsu(quick draw) as a parry skill  :D

it would be best with a start > loop > end
as that's the only way you can easily do a fiora style parry skill in my mind

make the start > loop transition as quick as possible, so the skill can be used to quickly react to incoming damage, like an actual parry
the end animation has to be quite fast also, so the player isnt forced to stay in one spot for too long after proccing the skill
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 01, 2015, 05:34:54 am
Ok, don't worry the full cycle won't have more than 40 frames.  :D

The skill will look great 8)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 03, 2015, 04:24:01 pm
Well here is a preview of the work for parry  :P

Hope for some feedback
Spoiler (hover to show)

This anim works for 1h, and sword&board, not for claws...

If this one is ok, I'm going to start working on the 2h anim
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on September 03, 2015, 05:44:20 pm
It could require a non-claw weapon.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 03, 2015, 05:50:25 pm
Ooh That's cool, actually I don't see the Destroyer as a Claw wielding class  ::)
So the same could be added to Slash attack, devastate, and other weapon based skills... if it's not there yet, I haven't tried to give the destro claws  :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on September 04, 2015, 03:56:36 am
That looks really cool to me Anarch!
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on September 04, 2015, 11:34:21 am
oo i like that ending anim.

the holding anim has a spaghetti right hand though xD, maybe move the shoulder along with the arm, a bit upwards,
or move the arm to face outwards, instead of 90 degrees to the back.

heres an example of what im going on about
Spoiler (hover to show)

dont know it that's possible with the bones though

sorry if im a bit too finicky, its just my perfectionist side talking.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 04, 2015, 11:45:03 am
Yes I notice that when playing the animation without a shield to make the gif, is fixed in the current version, the star anim has 7 frames, the loop while holding the sword 5 and the rest is the end anim. At normal speed it's 1 second long.
I have it already set up, but I'm still working in the 2h anims, and then I have to adapt them to the Female Body.
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on September 04, 2015, 05:28:22 pm
its just my perfectionist side talking.
Oh, this side, I know how it hinders to move forward.  :D

Anarch16sync, I've been watching your progress, this is impressive.  :)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 06, 2015, 07:35:47 pm

Anarch16sync, I've been watching your progress, this is impressive.  :)

Ooh Thanks Kva, coming from you, it means a lot to me. You're the one how inspire me to get into blender and 3ds max, most of what I do is because of your ideas, I just try to take them a bit foward.

mmm... not like the kind words of Phan, Gyt and Twinkle are not important to me, but I kind of get shy when people praise me to much  :D And my perfecionist side doesn't let me enjoy praise for something I knew I can do better  ::)

By the way, the full animation pack for Parry should be ready for wednesday, and then I'm going to take some time off cause I have some exams coming.
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on September 06, 2015, 09:12:02 pm
And my perfecionist side doesn't let me enjoy praise for something
He-he. It seems that we are all perfectionists.  :D And it leads us move forward.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on September 07, 2015, 03:16:37 am
By the way, the full animation pack for Parry should be ready for wednesday, and then I'm going to take some time off cause I have some exams coming.
Thanks so much for your work Anarch! and good luck with your exams ;)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 08, 2015, 03:16:20 pm
And here it is, finally the moment has arrived  :D

The parry animation set, I have made 3 version
1h_parry: for 1-handed weapons, 2-handed Sword and Sword&Board
Spoiler (hover to show)

2h_parry: for the others 2-handed weapons.
Spoiler (hover to show)

And dw_parry: the same that 1h but edited a bit to work on dual wielding.
All of them should have the "HIT" on the 3rd frame on the End anim. Everything else is up to you guys.

Every set has an Start, loop & end part.
Like always here is the link to the .rar file:
Destroyer_Special_Parry (http://www.mediafire.com/download/ml6dl8rktq8px8x/Destroyer_Special_Parry.rar)

By the way, I'm sorry if the quality is a bit lower than the previous ones, but for this one I decided to work from scratch to get my hand on making 100% custom anims, and not edit the ones already in game since that puts some limits to what can be done. And also, now I really apreciate the work of Matt on the anims, is not easy to make them look good  :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on September 08, 2015, 09:09:59 pm
This looks really good Anarch, thanks so much!

EDIT:
Was about to try laying it into the skill and noticed Parry doesn't use a start>loop>end animation currently :o  then I remembered @TwinkleToes requested this for some specific changes he was planning. I'll wait then :P
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 09, 2015, 04:53:51 am
Thanks Phan, now I'm going to rest a bit  :P  if studying can be called rest lol
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on September 09, 2015, 05:00:23 am
oooo sick!, just in time too, ive got a couple of days off, to start working again on the destro
Title: Re: [Animation] Some new animations for Characters models
Post by: JacKc on September 10, 2015, 02:45:55 am
Those new parry animations are excellent and very well done. This is amazing what you're able to do  :)

Can't wait to see it used for the Destro class !
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on September 11, 2015, 03:50:56 pm
Quote
then I remembered @TwinkleToes requested this for some specific changes he was planning. I'll wait then :P

yep they are for my parry system.(Fiora's parry system from LoL actually  :D)
ill show the mechanics of the skill, it only has place holder particles and the damage numbers and other stuff are not in yet, but the foundation of the system is tested and working

heres the start and loop animation, this is what will happen when you just cast parry without getting hit.
Spoiler (hover to show)
the start animation is extremely fast because i set the speed to 5, it originally happens in 0.25 seconds but i cut it down to 0.05, which is necessary for the skill to function as a clutch damage evasion mechanic

if you are hit while in the looping animation (which only happens in 0.5 seconds) you will do a counter attack
Spoiler (hover to show)
the 1st gif shows me parrying attacks with different timings, to showcase its capabilities.
the 2nd gif shows what happens when you dont time the skill properly

i planned on using the shield buffer effect, but if you absorb a hit with a shield, it is not classified as being struck, so the end animation and counter attack wont procc, what i did instead is give the character max dr(75%) and millions of armor, so all damage it takes will be reduced to 1, i also added effects which negate block and dodge, so i dont have to make separate triggerables for them

i still need to adjust some stuff, like the turn rate, cooldown and aoe, etc.
i plan to add a stun with 100% ignore resist on the counter attack so it rewards you for parrying, letting you stun bosses if your close enough and counter their big attacks

also for the animations themselves, since the end animation cannot be changed according to equipment type, ill just keep it as the original 1h end animation, and use the 2h wep and dual wielding anims for their start and loop

i can revert the skill back into a spammable defense buffer instead of this, if enough people agree on that.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 11, 2015, 06:07:19 pm
Well, no being able to change the end anim is a pain... :-[
 but you can use the 1h for all, and in DW just hide the left weapon and that's it. Also, if we end up wanting to use the old system I can export the start-loop-end in just one animation.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on September 12, 2015, 10:19:45 pm
I LIKE the new skill mechanics a lot Twinkle! Im wondering how difficult it is to get the timing right, but I guess i should try it before judging (hint hint!).

In addition to stun maybe a little knockback too? I like that it'll ignore Champion/Boss ranks, thats Definitely a reward for getting the timing right!
Title: Re: [Animation] Some new animations for Characters models
Post by: Chthon on September 14, 2015, 06:53:22 am
Mind if I use the soul rend animation for something?
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on September 14, 2015, 07:59:59 am
Just go ahead, they're here to be used.  :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on September 24, 2015, 10:18:15 pm
Hey Anarch!

Can you do a new animation "Drink a potion" like in TL1?
EMO_COUGH.SKELETON is well suitable for rework.  :)
Title: Re: [Animation] Some new animations for Characters models
Post by: Chthon on September 25, 2015, 07:58:11 am
Hey Anarch!

Can you do a new animation "Drink a potion" like in TL1?
EMO_COUGH.SKELETON is well suitable for rework.  :)

The bandits have a specific drink-potion animation. I popped it into CCC's converter.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on September 25, 2015, 09:14:36 am
Ooh thanks Chthon!!!
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on September 26, 2015, 05:57:30 am
I popped it into CCC's converter.
Hmm ... Does this mean that now CCC's Converter ignores differences in skeletons? Previously, this did not work for different skeletons. Or do you have a suitable female skeleton?
Thanks for the help, anyway.  :) I forgot that the bandits are able to use potions. I will try to remake this animations for the game characters (currently they are not compatible with PCS_HUM)
Title: Re: [Animation] Some new animations for Characters models
Post by: Chthon on September 26, 2015, 07:31:52 am
I popped it into CCC's converter.
Hmm ... Does this mean that now CCC's Converter ignores differences in skeletons? Previously, this did not work for different skeletons. Or do you have a suitable female skeleton?
Thanks for the help, anyway.  :) I forgot that the bandits are able to use potions. I will try to remake this animations for the game characters (currently they are not compatible with PCS_HUM)

I didn't mess with the bone conversion code at all. In this case, I think it works because the bandit and human skeletons have the same bone hierarchy with the same bone names, so it's a length-adjustment exercise just like going from male to female.  In the course of working on my "bandit thing," I've found that there's pretty good compatibility between the human, bandit, and estherian animations. Strictly speaking, CCC's code won't throw an error no matter what inputs you give it. It just skips bones that don't exist in both files. OgreXMLConverter is what crashes if the converter passes it xml that doesn't make sense.
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on December 31, 2015, 08:18:43 pm
Can you do the "Sword Throw" like a Jedi have?  :)

(http://static.comicvine.com/uploads/ignore_jpg_scale_super/12/127594/4125912-5824352901-41246.gif)
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on December 31, 2015, 10:11:25 pm
I think the animation can use some of the existing ones (glaive throw?), it's the particle that seems more difficult to me ??? (nice GIF btw ;) )
EDIT - maybe a new "catch" animation is needed?
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on March 13, 2016, 10:05:05 am
Hmm, it seems there is a way to import animations in 3ds max.  :)

(http://i.imgur.com/vDFfzJg.gif)

Sadly, I did not know about this before.  :-[

Import OgreXML Scripts for 3ds max (https://drive.google.com/file/d/0BwZNatjl1ZmpOXRBb3NKemMtUkE/view?usp=sharing)
Title: Re: [Animation] Some new animations for Characters models
Post by: Vkoslak on March 13, 2016, 12:08:33 pm
Oh, nice.  I could then export as fbx for blender. I'm actually about to go to a blender user group meeting in a few. I'll have to play around with the importer later.

I'd eventually like to make some base meshes of various sizes that work with the player animations.  Then if someone wanted to make something like a dwarf class, the model would be available to use.
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on March 13, 2016, 04:08:40 pm
I'd eventually like to make some base meshes of various sizes that work with the player animations.
It is a good idea Vkoslak.  :)
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on March 20, 2016, 11:21:03 pm
Using this Import OgreXML Scripts, perhaps I someday finish my Vindicator.  :) Add tail animation is not as difficult as I thought before.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on March 21, 2016, 08:49:56 am
Using this Import OgreXML Scripts, perhaps I someday finish my Vindicator.  :) Add tail animation is not as difficult as I thought before.

That would be so great Kva! And don't forget your Predator 8)
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on March 21, 2016, 04:47:36 pm
That would be so great Kva! And don't forget your Predator 8)
Yes, I want to finish it too.  8) But I need more practice and time.

In addition, there is one interesting program in Steam Greenlight.

[youtube width=430 height=240]https://www.youtube.com/watch?time_continue=15&v=i5wGQdQPS6g[/youtube]

http://steamcommunity.com/sharedfiles/filedetails/?id=547889957
Title: Re: [Animation] Some new animations for Characters models
Post by: Vkoslak on March 21, 2016, 07:52:49 pm
I thought for a moment that the music was from Trine.

I sure hope there is an IK option. Doing all the animations with FK would be a pain in the arse.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on March 22, 2016, 08:05:30 am
Maybe because I have next to zero experience with 3D modeling programs, it looks really good to me :D It looks like even a total klutz should be able to come up with animations by eyeballing alone!
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on March 22, 2016, 04:03:56 pm
I sure hope there is an IK option. Doing all the animations with FK would be a pain in the arse.
Yes, maybe these options will come later.

it looks really good to me :D
I agree, this program looks very userfriendly. I think it is a good tool for beginners and modding.
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on April 15, 2016, 03:55:01 pm
Hi all,

Just wanted to share the result of my "experiment", for whoever might be interested...

Using the awesome powers of text editing, I adapted Anarch's really great Devastate animations (hope you don't mind Anarch!) for the TL2 destroyer NPC model - the one from GUTS tools and assets, used in @Phanjam 's and Anoka's old destroyer class mod. 

Fortunately there weren't many bone differences, though I'm fairly certain this isn't the "right" way to do this - still turned out pretty well though :P

As anyone who played those mods knows, Devastate did work but since the animation wasn't implemented by Runic, it felt way off.

Tested in-game, in GUTS, and using torchlight model viewer  :)

 
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on April 16, 2016, 04:19:02 am
Hey nicely done Khazad!

The challenge I feel when I look at that .MESH (or any custom .MESH for that matter) is giving it a wardrobe that'll work in TL2!

One of these days I'm gonna buckle-down and learn how to use Blender!
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on June 02, 2016, 04:06:13 am
And don't forget your Predator 8)

(http://i.imgur.com/Bo8JwDC.gif)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 02, 2016, 04:56:54 am
Really cool work Kva!  ;D

Edit: Now I also have something to show... I ported the Ember Shock animation from the Alchemist, the one in the TL1CP wasn't cutting it for me, it lacked "punch".

Here is a preview:
Spoiler (hover to show)


I upload the rar file, it contains the animations for Male and Female, and also an .animation file, with the key data from the TL1 embershock, the layouts, particles and sounds should be checked, but the hit and the times should be the same.

Special Ember Shock (http://www.mediafire.com/download/q0hg8z7b1scdjgh/Alchemist_EmberShock.rar)

@Phanjam do you think you can lay it in for the update 01?  :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Kva3imoda on June 02, 2016, 07:08:08 am
I ported the Ember Shock animation from the Alchemist
It looks really great.  ???
I feel that soon the TL2 Alchemist will be much better than the TL1 Alchemist.  :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 02, 2016, 07:45:41 am
Now I also have something to show... I ported the Ember Shock animation from the Alchemist, the one in the TL1CP wasn't cutting it for me, it lacked "punch".

I like this!  Ember shock felt kind of off with the stock animations - it's a definite improvement ;D
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on June 02, 2016, 07:56:00 am
Whoop!  Go Anarch!  This is a huge improvement.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on June 02, 2016, 08:07:25 am
OMG that Predator is FANTASTIC @Kva3imoda !!! And the animation of the dreadlocks looks really good ;) Will he appear in the Dark Palace?

@Phanjam do you think you can lay it in for the update 01?  :D
Absolutely! I was also not 100% happy with the Special_Sheld_Blast animation for Embershock. But THIS animation is GOLD! Thanks so much Anarch, I'll post gifs as soon as I can :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 03, 2016, 10:04:00 am
Here are the anim keys from TL1's Embershock skill:

Code: [Select]
[ANIMATION]
    <STRING>FILE:special_megablast.skeleton
    [KEY]
        <STRING>NAME:HIT
        <FLOAT>FRAME:28.86502
        <INTEGER>PARTICLECOUNT:1
    [/KEY]
    [KEY]
        <STRING>NAME:PLAYSOUND
        <FLOAT>FRAME:7.684192
        <INTEGER>PARTICLECOUNT:1
        <STRING>SOUND:SHOCKWARMUP
    [/KEY]
    [KEY]
        <STRING>NAME:PLAYSOUND
        <FLOAT>FRAME:28.95068
        <INTEGER>PARTICLECOUNT:1
        <STRING>SOUND:SHOCKDISCHARGE
    [/KEY]
    [KEY]
        <STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
        <FLOAT>FRAME:10.10524
        <STRING>LAYOUT:media\particles\playerskills\shock\warmupgauntlet.layout
        <INTEGER>PARTICLECOUNT:1
        <BOOL>PARTICLEATTACHES:0
        <STRING>BONE:Bip01 L Hand
        [BONEOFFSET]
            <FLOAT>X:0
            <FLOAT>Y:0
            <FLOAT>Z:0
        [/BONEOFFSET]
    [/KEY]
    [KEY]
        <STRING>NAME:REMOVEANIMATIONPARTICLES
        <FLOAT>FRAME:39.9999
        <INTEGER>PARTICLECOUNT:1
    [/KEY]
    [KEY]
        <STRING>NAME:SPAWNPARTICLE_STOP_ON_DEATH
        <FLOAT>FRAME:6.338314
        <STRING>LAYOUT:media\particles\playerskills\shock\warmup.layout
        <INTEGER>PARTICLECOUNT:1
        <BOOL>PARTICLEATTACHES:0
        <STRING>BONE:Bip01 L Hand
        [BONEOFFSET]
            <FLOAT>X:0
            <FLOAT>Y:0
            <FLOAT>Z:0
        [/BONEOFFSET]
    [/KEY]
[/ANIMATION]

Edit: I haven't looked at the animation in detail, but looks like it's 40 frames long? (duration = 1.33333)

Edit 2: Those particle layouts still exist in TL2, so this is almost ready to use.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on June 03, 2016, 10:12:56 am
Here are the anim keys from TL1's Embershock skill:
Thanks Khaz!  Ooh it's got particles specified for some keyframes; will really need to rework the skill then, as this will overlap with the particles in the .LAYOUTs for the current skill...

I may also up the SPEED for this anim - for a short-range skill you'll be using in a tight corner, it's kinda long :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 03, 2016, 10:32:20 am
Hey Phan,

I'm reworking Embershock atm for the new anims, will send a patch to you in a bit.

Edit: I somehow overlooked the fact that Anarch did provide anim keys for it  ::) .  So using those instead.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on June 03, 2016, 10:56:31 am
I'm reworking Embershock atm for the new anims, will send a patch to you in a bit.
Ooh thanks v much Khaz!

EDIT
Annnd there's the patch! :D
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 09, 2016, 10:57:04 am
Well, ported another animation from TL1, this time is the unused Grapple animation.

Preview:
Spoiler (hover to show)

Special_Grapple.rar (http://www.mediafire.com/download/1l0hxj1d65t18w1/Special_Grapple.rar)

As always the file contains the animation for male and female, and a text file with the recomended minimun keys for the animation file. (Hideweapeonright, HIT, showweapons)

@Phanjam hopes this works for the Destro pull skill, may I recommend the name Spectral Grasp for it  ;) I feel the Destro doesn't have a lot of "spectral" named skills.
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on June 09, 2016, 02:57:07 pm
Love the animation, Anarch!

I recommend the name Spectral Grasp for it  ;) I feel the Destro doesn't have a lot of "spectral" named skills.

 :D

I like the idea of a spectral-themed pull.  Here's some better names...

Ancestral Reach
Phantasmal Grasp
Revenant's Reach
Soul Grasp
Death Grip
Hand of Death
Deathfist (okay, these are starting to sound like '80s hair bands)
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on June 09, 2016, 06:29:11 pm
HA! gyt your naming sense is awesome XD

you just made me think up of particles for the skill.
a giant spooky hand that extends out and retracts lol
could be easily done using the werewolf model and custom textures.

anarch, that grapple anim looks legit, so much possibilities lol, i wanna see what phan comes up with
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on June 11, 2016, 09:02:16 am
Hey @Anarch16sync I totally forgot to say thank you for the new Pull animation, so "Thank You!" Great work, it's a really well done port!

I already put it into the Pull skill-patch I'm working on and it looks so correct!

And I saw what you said about your new Ember Shock animation not looking right since the skill still moves you forward - I will adjust the .layout file so you don't move forward anymore ;)
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 11, 2016, 09:23:56 am
And I saw what you said about your new Ember Shock animation not looking right since the skill still moves you forward - I will adjust the .layout file so you don't move forward anymore ;)

Hey @Phanjam , since you're modifying Ember Shock, maybe also add scaling Electric WDPS to it, since that's another thing that was brought up in the Alch polish thread. :)

But if you're already done making changes, that can be for later.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 11, 2016, 10:23:38 am
Well, I'm also porting some other animations from the Alchemist, in particular the ones for Ember Lighting and Ember Lance (Same anim actually, but one is looping).

Edit: Also for the embershock you should add a trigger in the animation that hide the left weapon while casting, and the shows it again. Like the ones I put in the Grapple animation.
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 11, 2016, 10:34:14 am
Well, I'm also porting some other animations from the Alchemist, in particular the ones for Ember Lighting and Ember Lance (Same anim actually, but one is looping).

@Anarch16sync, since we had to add a HITTWO key to special_gen_cast_loop so that Ember Lance can build blight, could you also do the same for the new anim?  :)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 11, 2016, 10:55:37 am

@Anarch16sync, since we had to add a HITTWO key to special_gen_cast_loop so that Ember Lance can build blight, could you also do the same for the new anim?  :)

Adding those type of triggers is totally a guts thing so it doesn't affect how the animation is made or exported, the key triggers I post are the minimun so that you don't need to go crazy looking at the animation to know in what frame a hit happens, since  made it I already know in what frame it's supposed to hit or if it's supposed to hide the weapons or not (sometimes I forget that one like with ember shock).

But yeah, I'll add the same triggers that the ember lance animation has to the text file so is easier to implement, no problem there.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 11, 2016, 04:19:00 pm
Well Guys, more new (old) animations are here.

This time the one from ember lighting and ember lance.
Preview: I has the full animation and a couple of cycles for the looping part.
Spoiler (hover to show)

Special_Spark.rar (http://www.mediafire.com/download/l3am8muv34nic9d/Special_Spark.rar)

The file contains the animations for Male and Female, I has a normal full cycle animaton, and then 3 animations more in the format _start, _loop, _end. Also a text file with the animation keys for easy copy-paste.
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 11, 2016, 04:25:39 pm
Well Guys, more new (old) animations are here.

Fantastic work as always - that was really quick!
Title: Re: [Animation] Some new animations for Characters models
Post by: gytfunke on June 11, 2016, 06:14:15 pm
Yeah, that's niiiiice.
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on June 11, 2016, 11:38:24 pm
Beautiful!  :D

Might not be able to get them in for our MP later but will definitely put them in the next day or 2 ;)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 12, 2016, 02:44:34 pm
Thanks Guys, I have really stream lined the work for porting animations to the character models, creating new ones from scratch is still hard but something is something.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 25, 2016, 03:02:07 pm
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.

(http://i1224.photobucket.com/albums/ee373/IngQuimJesus/Animation%20Preview/Alchemist_Ember_Combo_preview.gif)

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 (http://www.mediafire.com/download/5xow1jaw9xa4c91/Alchemist_Ember_Combo.rar)
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 25, 2016, 03:12:55 pm
Awesome work, Anarch!  8)   Can't wait to see it in-game!
Title: Re: [Animation] Some new animations for Characters models
Post by: Phanjam on June 25, 2016, 08:45:22 pm
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
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on June 25, 2016, 09:32:55 pm
aww yiss

gonna use this to make that new skill
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on June 27, 2016, 12:11:26 am
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.

Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 27, 2016, 07:19:04 am
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.  ;)
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on June 27, 2016, 07:50:35 am
 :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
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 27, 2016, 07:52:33 am
: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.
 
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on June 27, 2016, 08:03:15 am
ive only ever used retimer for multiplying the speed lol
will try that for testing purposes

thanks  :)
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 27, 2016, 08:09:15 am
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 (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.
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 27, 2016, 09:18:37 am
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.
(http://i1224.photobucket.com/albums/ee373/IngQuimJesus/Animation%20Preview/Alchemist_Combo2_preview.gif)

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

Special Ember Sword (http://www.mediafire.com/download/cly5l3cubuooj4m/Alchemist_Ember_Sword.rar)
Title: Re: [Animation] Some new animations for Characters models
Post by: TwinkleToes on June 27, 2016, 09:53:59 am
woo awesome !
that was quick
thanks  :D


EDIT:
just tested it
(http://i0.kym-cdn.com/entries/icons/original/000/019/698/d96.jpg)
PERFECT
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 27, 2016, 11:03:11 am
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 (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 (https://3.sendvid.com/2cynxcvt.mp4)
Title: Re: [Animation] Some new animations for Characters models
Post by: Anarch16sync on June 27, 2016, 12:06:33 pm
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.
Title: Re: [Animation] Some new animations for Characters models
Post by: Khazad on June 27, 2016, 12:17:57 pm
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 .