minilogoguy18 Posted January 2, 2017 Posted January 2, 2017 I thought I would break this off into it's own topic so that @@Psyk0Sith can use the other solely for the artwork for the "brothers". I also figured that thread would get way too long to sort through if I started adding to it with the custom animations. I'm going to have to do a lot of animations before the character will be considered working. Once I have all the basic movements covered I might start testing in game since the FPS in SI and in game can vary. Here's the current walk cycle. Saber stance. Force push, there are frames to this but it's so short, it essentially starts from the saber stance to this. Now that I've figured out how to render GIF images from Softimage I'll probably post sequences that way. Ramikad, Mark Lubbers, swegmaster and 3 others like this
Teancum Posted January 2, 2017 Posted January 2, 2017 Loving this. I always though of Gorg as a minimalist in regards to moving around. He's big and bulky, so it doesn't do much in the flashy department.
minilogoguy18 Posted January 2, 2017 Author Posted January 2, 2017 Yeah, I'm not going to make any acrobatic moves or even a run animation. He will have jump animations but no flips and they'll be very heavy landings. He will be able to crouch but no rolling. I've already got a great flourish animation in mind but not sure about special moves. His style will be mainly heavy 1 handed swings, he'll fight more like a juggernaut rather than a fencer.
Tempust85 Posted January 2, 2017 Posted January 2, 2017 Is there a way to turn off an NPC using the acrobatic animations? If not, there will be a lot of baseposing in-game.
Kualan Posted January 2, 2017 Posted January 2, 2017 Is there a way to turn off an NPC using the acrobatic animations? If not, there will be a lot of baseposing in-game. I suppose you could give him something like CLASS_SABER_DROID as a template for the NPC file? They're immune to knockdown and, IIRC, don't use any acrobatics. That's presuming classes only dictate behaviour within any animation set and don't need to be tied to a particular animation list.
Ramikad Posted January 2, 2017 Posted January 2, 2017 Is there a way to turn off an NPC using the acrobatic animations? If not, there will be a lot of baseposing in-game. This one should do. //(BHVD) set ( /*@SET_TYPES*/ "SET_NO_ACROBATICS", "TRUE" ); Quoting from BehavED, "Jedi won't jump, roll or cartwheel" minilogoguy18 likes this
minilogoguy18 Posted January 2, 2017 Author Posted January 2, 2017 Classes do define what animations are used but the only problem is the naming of bones and tags used must match. Ramikad's solution will probably work best, if not I'll just add lines for the acrobatic moves in the animation.cfg file and simply use frames for the normal jump to be used. I guess though if someone in coding is experienced enough a new class could be made.
Archangel35757 Posted January 2, 2017 Posted January 2, 2017 I agree we need a simple mechanism for artists to easily add new character classes to the game engine without having to recompile the game code... @@eezstreet, @@ensiform?
eezstreet Posted January 2, 2017 Posted January 2, 2017 You're probably realistically going to have to use a whole new AI for something like this. It shouldn't be too bad though, if you use the Saber Droid as a base. Tempust85 likes this
Tempust85 Posted January 2, 2017 Posted January 2, 2017 I'll see what I can do. I've previously screwed around with adding weapons and AI.
minilogoguy18 Posted January 2, 2017 Author Posted January 2, 2017 Maybe just a tweaked human AI, like Tavion, Alora and Kyle are altered. He won't really have any commands out of the ordinary, the main difference will be the saber style which I thought could be implemented as a new style rather than possibly causing naming conflicts with an existing one. Other than that, remove the ability to do acrobatics which has already been mentioned and IF we get so far maybe, MAYBE add something unique, like a special attack but that should be reserved for if we get him working. This guy shouldn't be too far out of the ability of any coder in the community, now Maw on the other hand might be a challenge to pull off...
Tempust85 Posted January 3, 2017 Posted January 3, 2017 With Maw, we go one of two ways - seeker droid (modified) for floating or have him as a normal Jedi NPC. Once each character is modelled and animated, I'll do the coding.
Archangel35757 Posted January 3, 2017 Posted January 3, 2017 With Maw, we go one of two ways - seeker droid (modified) for floating or have him as a normal Jedi NPC. Once each character is modelled and animated, I'll do the coding.standard humanoid... just don't weight anything to leg bones.
minilogoguy18 Posted January 3, 2017 Author Posted January 3, 2017 ^It'll look cheesy as hell, he'll still bob up and down when walking, I've seen other mods where they do something like this and it looks so half assed. I'd say modified seeker, would be best.
Tempust85 Posted January 4, 2017 Posted January 4, 2017 Could I suppose, make his own GLA (1:1 match of the main one, but named differently for Maw only) and just redo the movement anims.
minilogoguy18 Posted January 4, 2017 Author Posted January 4, 2017 He's like Gorc though, too muscular to work on the base JA skeleton, need something custom.
minilogoguy18 Posted January 12, 2017 Author Posted January 12, 2017 I know I've been quiet but I'm still working on this, got some blocks and a few other force powers done. Mainly lately I've been working on scripting more controls to automate the roll division bones (the ones you see in the middle of the biceps, forearms and thighs) so that they make the arms and legs twist more smoothly without having to actually move them. Tempust85 and Psyk0Sith like this
Psyk0Sith Posted January 14, 2017 Posted January 14, 2017 I don't think he added them for the following reasons: -He doesn't talk except wiggle his ears *i think*-You wouldn't see anything move with that helmet, except visible portions of the lips: the head itself is partially modeled, there's nothing under the helmet! -No eyelid meshes have been made (easy to add if needed)
Archangel35757 Posted January 14, 2017 Posted January 14, 2017 I don't think he added them for the following reasons: -He doesn't talk except wiggle his ears *i think*-You wouldn't see anything move with that helmet, except visible portions of the lips: the head itself is partially modeled, there's nothing under the helmet! -No eyelid meshes have been made (easy to add if needed) In my opinion, I think a few bones should be added to allow some facial expressions... like snorting/flaring nostrils. Also, the lower jaw portion of the helmet should allow for some lip/mouth expressions-- like grunting and roaring (which would be very intimidating to a player)... so he needs a mouth cavity and teeth/mini-tusks.
minilogoguy18 Posted January 14, 2017 Author Posted January 14, 2017 @@Psyk0Sith nailed it. No ones going to be able to even take the time to see if his face is doing anything when he and Pic are trying to kill them. Rigging the face felt very unnecessary for a character that doesn't talk and any facial expressions wouldn't even be noticed by the player.
Archangel35757 Posted January 14, 2017 Posted January 14, 2017 @@Psyk0Sith nailed it. No ones going to be able to even take the time to see if his face is doing anything when he and Pic are trying to kill them. Rigging the face felt very unnecessary for a character that doesn't talk and any facial expressions wouldn't even be noticed by the player.So he does not even grimace or yell out in pain when hit by a lightsaber? Or when he has a limb dismembered? Or make any sounds at all during his death? I find that odd.
Psyk0Sith Posted January 14, 2017 Posted January 14, 2017 It's been so long i don't remember if he grunts at all in the original DF2 He does grunt randomly, like a Gammorean death metal singer and a death sound that's it. A jaw bone and maybe two eye lid blinkers could be added if mini wants to do it.
minilogoguy18 Posted January 15, 2017 Author Posted January 15, 2017 I added eyelids but no jaw because NO ONE is going to notice the mouth move, it's going to be so subtle and they're going to be more focused on that long ass saber swinging around. Also, you'd have to CONFIRM that the jaw bone would animate when the character is hurt because I've never noticed any mouth movement during fighting and I was a very active MP player (SP sucks so bad for saber fighting). Psyk0Sith likes this
minilogoguy18 Posted January 16, 2017 Author Posted January 16, 2017 I made a crouch walk today after I rearranged my apartment. Psyk0Sith likes this
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