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Messages - Khazad

Pages: [1] 2 3 4
1
3D Modelling & Animation / Tips for CCC's AnimConverter and Retimer
« on: June 28, 2016, 01:00:06 pm »
Here's a collection of notes/tips from my recent experiences with using these two tools.

CCC's AnimConverter:
- It only deals with normalizing bone lengths between skeletons (distance of parent bones to child bones), but doesn't account for relative distances between sibling bone nodes.

- The main place you can see this issue is on the faces of models between HUM_F/HUM_M.  CCC's tool will get rid of facial dimension deformations since it fixes the bone lengths, but you will notice that the eyelids, pupils, and jaw are still in the wrong position or missing entirely (either not showing, mouth open, or jaw missing :D)

- This is because the distance between the eyes, eyelids, and jaw (all sibling bones of the "head" bone) is different - HUM_M has a larger/longer face model than HUM_F. 

- To fix this:
1. After running CCC's tool open up the default bind pose for the destination skeleton.  For example, if you're converting to HUM_M, convert and open up HUM_M.skeleton.xml - will refer to this as the "reference animation" from here on out.

2. Open up both XMLs.  In the first section of your new animation (bones), replace the position sub-blocks (only those 3 lines, not rotation or anything else!) with the info from the reference animation:
a. Bip01 Blink
b. Bip01 Eye_Look
c. Bip01 Jaw

3. Note that the default bind pose has eyes closed.  If you want the eyes open, then use some other animation's bind pose (like LFIST2) as the reference animation.

Retimer
This mainly concerns bugs and quirks about Retimer.

1. Retimer has trouble doing more than one thing in one session - for instance, if you want to cut and retime in the same session, it'll do one or the other or not do what was expected. 

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, etc.

2. Doing cuts doesn't change the animation length field - you will have to do that manually.

3. Occasionally, it'll leave keyframes whose timestamps are past the animation end point.  This causes issues with animcombine (it'll combine correctly, you'll just get stray frames at points), and maybe also with TL2/GUTS/OGRE.  To fix that, double-check the end timestamps and do an additional cut if necessary.

2
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 .

3
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

4
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.

5
: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.
 

6
Mod Showcase / Re: [Tool] Animation Combiner v2
« on: June 25, 2016, 09:44:06 pm »
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

7
Mod Showcase / Re: [Tool] Animation Combiner v2
« on: June 25, 2016, 09:28:52 pm »
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!

8
Mod Showcase / Re: [Tool] Animation Combiner v2
« on: June 25, 2016, 09:14:09 pm »
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.

9
Awesome work, Anarch!  8)   Can't wait to see it in-game!

10
Mod Showcase / Re: [Tool] Animation Combiner v2
« on: June 25, 2016, 12:17:50 pm »
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. :)

11
Mod Showcase / [Tool] Animation Combiner v2
« on: June 25, 2016, 10:40:53 am »
(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!

12
so the animation will remains active even the effects wear off ? dunno how to respond this, until I play it again

anyway, thx for the explanation  :)

The shields should disappear once they've taken more damage than they can absorb, like the Engineer's forcefield.  That's how they are designed and how it behaves in our playtesting, at least.

13
it's permanent until you die

Hi Sephia - it's intended to persist until destroyed or until you die.

The counterbalancing factors are (1) it increases blight per cast, and (2) Tier 1+ elemental shields are random on every cast, so if you don't get the element you want, recasting it again costs blight, mana, and time.  It's especially noticeable if you have to recast it in combat after the shield expires due to damage.

14
Thanks for the report Sephiawind!  Embershield's description should be fixed in the next release.

@sephiawind reports the description states a 15sec duration. But its "permanent until destroyed" now, am i right?

Yep that's correct, so it's a description bug.

15
Reposting this report from snailz over at Steam...

Quote from: snailz
Parry is bugged. I currently have a 2-handed wrench and when i succesfully parry i do about 18k damage everytime.

It didn't immediately strike me as just another mod-conflict thing, so I thought I'd bring it over here...

Wondering if this is due to that exploit we fixed a few builds back, but the numbers seem smaller than they should be in that case.

Lack of context makes me unsure, though.  I think we need more details...

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