Hello Guys, I'ts been a while, but I'm here to share some new animatioms for the Character models.Hi,Anarch! :)
Here is the Preview for the Power Up animationLook cool. :) And you did it so quickly! ???
"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?
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.
"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.Many thanks, Anarch. :)
[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]
Well Guys I'm back, and the Desvastate Animation is complete.
Sorry, nix that. PJ, that was an old update using a previous version of the animation. Anarch's is working fine.
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. :)
And my perfecionist side doesn't let me enjoy praise for somethingHe-he. It seems that we are all perfectionists. :D And it leads us move forward.
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 ;)
then I remembered @TwinkleToes requested this for some specific changes he was planning. I'll wait then :P
Hey Anarch!
Can you do a new animation "Drink a potion" like in TL1?
EMO_COUGH.SKELETON is well suitable for rework. :)
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?
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'd eventually like to make some base meshes of various sizes that work with the player animations.It is a good idea Vkoslak. :)
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)Yes, I want to finish it too. 8) But I need more practice and time.
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 :DI agree, this program looks very userfriendly. I think it is a good tool for beginners and modding.
And don't forget your Predator 8)
I ported the Ember Shock animation from the AlchemistIt looks really great. ???
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".
@Phanjam do you think you can lay it in for the update 01? :DAbsolutely! 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
[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]
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'm reworking Embershock atm for the new anims, will send a patch to you in a bit.Ooh thanks v much Khaz!
I recommend the name Spectral Grasp for it ;) I feel the Destro doesn't have a lot of "spectral" named skills.
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 ;)
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? :)
Well Guys, more new (old) animations are here.
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.
: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