Flux on 12/3/2006 at 23:02
Thanks ascottk. This is great news, drunk movement of Garrett was a big problem in OMs. I wonder how far we are from adding totally new models with animations.:D
New Horizon on 12/3/2006 at 23:42
Great work ascottk!! :) I really hope to see this in action. With your permission, I would gladly update Minimalist to 1.5 for this.
nomad of the pacific on 13/3/2006 at 04:18
More Info Needed! WIKIfy! This could be a HUGE step forward! :thumb:
New Horizon on 13/3/2006 at 05:03
Hmmm, perhaps we can fix the first person lean if all this works. :)
ascottk on 13/3/2006 at 05:08
Quote Posted by New Horizon
Hmmm, perhaps we can fix the first person lean if all this works. :)
I was thinking that as well.
EDIT: Yay! MilkShape reads from the *.qc files (animation descriptions) so I don't get stuck with the animation called "Name" anymore! Also I can use the same frames as different animations! I have one animation called "GAR_City_WALK1" & "GAR_City_WALK2" & the second one plays the animation faster.
example garrett_09.qc:
$animation GROUP Name StartFrame NumFrames AnimRate
Quote:
$animation None GAR_City_WALK1 1 30 20
$animation None GAR_City_WALK2 1 30 30
New Horizon on 13/3/2006 at 15:34
That's awesome ascottk. Hmmm.
What a project this could turn into. If the community could grab an animator, the AI animations could be cleaned up to look more natural. They're just so stiff right now.
Shadowspawn on 13/3/2006 at 15:45
ascottk,
Could you tell me the basic steps involved in getting the animations into MilkShape (latest version?) and how to export as .psa?
I've been digging into the animation formats (yeah, I'm supposed to fixing IBT files) and I am running into problems. Anything which would help me understand the format might help.
One of the reasons I'm looking into this is a cross fertilization of motions between T2 and T3. The walking in T2 looked much more natural, and we have so many more motions to choose from. (Instead of having to animate every new motion we want.) Of course, any motion information would have to be scaled, re-mapped, computed, mashed, and baked into the other format, but we could just select the joints we wanted to import and fix the existing motions.
And I want to try and get the cat animations into T2. :ebil:
New Horizon on 13/3/2006 at 16:05
Quote Posted by Shadowspawn
ascottk,
Could you tell me the basic steps involved in getting the animations into MilkShape (latest version?) and how to export as .psa?
I've been digging into the animation formats (yeah, I'm supposed to fixing IBT files) and I am running into problems. Anything which would help me understand the format might help.
One of the reasons I'm looking into this is a cross fertilization of motions between T2 and T3. The walking in T2 looked much more natural, and we have so many more motions to choose from. (Instead of having to animate every new motion we want.) Of course, any motion information would have to be scaled, re-mapped, computed, mashed, and baked into the other format, but we could just select the joints we wanted to import and fix the existing motions.
And I want to try and get the cat animations into T2. :ebil:
I've opened them up in milkshape by going to File/ Import/ [Unreal/UT PSK/PSA] The last part is all one selection.
That does it for me.
It's funny, I was going to suggest the idea of importing Thief 1 and 2 motions into the game, but I didn't think it would be possible. You have just raised my hopes. :)
ascottk on 13/3/2006 at 17:05
Quote Posted by New Horizon
I've opened them up in milkshape by going to File/ Import/ [Unreal/UT PSK/PSA] The last part is all one selection.
That does it for me.
It's funny, I was going to suggest the idea of importing Thief 1 and 2 motions into the game, but I didn't think it would be possible. You have just raised my hopes. :)
That about does it for me :D After importing the psa:
* I chose the basic walking animation
* set the keyframe
* copied the keyframe
* removed all keyframes
* scaled animation to 30 frames
* pasted the keyframe to the first & last frame
* tweaked animation
* created a *.qc file with animation info
* export
Now the problem is defining different animations for the *psa file (*.qc):
Quote:
//$animation GROUP Name StartFrame NumFrames AnimRate
$animation None GAR_City_WALK1 1 30 20
$animation None GAR_City_WALK2 1 30 26
$animation None GAR_City_RUN1 31 50 26
When I look at the animation through the skeleton browser in t3ed, the run animation uses the first 30 frames all the way through the 50th frame instead of only the last 20 frames.