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Alexandermb

===[TASK]=== Animations Re-Export and Unit Meshes Fix

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1 hour ago, wowgetoffyourcellphone said:

swordsman/attack_melee_shield_a

and swordsman/attack_melee_shield_b are identical as far as I can tell. Both are stabbing motions. I think _a needs to be a hacking motion like attack_melee_shieldsmall_a.

Have they always be that way ? If so I guess we will fix the existing anims integrity first and add/fix new ones after if that's okay :)

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Fundamentally there are three attack motions for swords:

  • hack (vertical)
  • slash (horizontal)
  • stab (forward)

I think units armed with a double-edged sword (e.g. xiphos, gladius, jian) should stab and units armed with a single-edged blade (e.g. falcata, sica, kopis, machete, dao, sabre, khopesh, axe) should hack; having slashing animations (e.g. for Japanese samurai) as well would be icing on the cake.

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2 hours ago, fatherbushido said:

Biped sounds a better name indeed. My wonder was to know which source files he based his work on (because enrique added differents files and the last ones used "Armature_*" ids).

Also had to add 3 bones, because they didn't had the cape prop bones.

6 hours ago, wowgetoffyourcellphone said:

Some of the newer animations aren't as good as @Enrique's originals. The archer idle, for instance, the right arm is tucked in strangely. The hoplite attacks are now more cartoony. Hoplite idle, the spear is stuck into the ground at a weird angle. Things of that nature.

Animations are the same, archers were changed to for avoid clipping, shield was clipping hand was floating with arrow, being the hand reversed while having to fire the hand twist completly to fire the arrow so yeah it was wrong at first place, Pikeman remain the same, attack animation changed only the hands and arm not rotation neither timing, the whole chest was clipping with the shield arm and shield was going through hand before other than that they just remain the same. Hoplite used only 1 attack before even when the blender file have 5 attacking animation for them. i just added the others to the variant list (still enrique's work) Hoplite still the same, Don't know if those animations were changed in a last file whitout being uploaded to the art repo but as far as i know i only added testudo and syntagma, while editing hand and bow bones of archers, other than that was just "export".

3 hours ago, Stan` said:

@Alexandermb According to this  nice little regexp :


skin-joints-array" count="(?!48)

(The latest model you uploaded have 48 vertex groups)

42 original + 6 from sheaths and quivers i've added.

 

2 hours ago, wowgetoffyourcellphone said:

swordsman/attack_melee_shield_a

and swordsman/attack_melee_shield_b are identical as far as I can tell. Both are stabbing motions. I think _a needs to be a hacking motion like attack_melee_shieldsmall_a.

Could be the same animation exported twice or just that they are identical, have to check that.

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4 hours ago, Stan` said:

@Alexandermb According to this  nice little regexp :


skin-joints-array" count="(?!48)

(The latest model you uploaded have 48 vertex groups)

You have 79/410 (19,3%) files that needs to be updated, including (sorry) some that you already have updated after I commit the onager changes ...


public\art\animation\biped\camel_rider_archer_attack_capture.dae
public\art\animation\biped\camel_rider_archer_attack_hip.dae
public\art\animation\biped\camel_rider_archer_attack_right.dae
public\art\animation\biped\camel_rider_archer_death.dae
public\art\animation\biped\camel_rider_archer_idle_relax.dae
public\art\animation\biped\camel_rider_archer_run.dae
public\art\animation\biped\camel_rider_archer_trot_relax.dae
public\art\animation\biped\camel_rider_attack_slaughter.dae
public\art\animation\biped\camel_rider_carry_meat_idle.dae
public\art\animation\biped\camel_rider_carry_meat.dae
public\art\animation\biped\camel_rider_gather_meat.dae
public\art\animation\biped\camel_rider_javelinist_attack_bag.dae
public\art\animation\biped\camel_rider_javelinist_death.dae
public\art\animation\biped\camel_rider_javelinist_idle_relax.daea
public\art\animation\biped\camel_rider_javelinist_trot_relax.dae
public\art\animation\biped\camel_rider_promotion.dae
public\art\animation\biped\elephant_hero_maurya_attack.dae
public\art\animation\biped\elephant_hero_maurya_death.dae
public\art\animation\biped\elephant_hero_maurya_idle.dae
public\art\animation\biped\elephant_hero_maurya_walk.dae
public\art\animation\biped\elephant_rider_archer_attack_1.dae
public\art\animation\biped\elephant_rider_archer_attack_2.dae
public\art\animation\biped\elephant_rider_archer_attack_3.dae
public\art\animation\biped\elephant_rider_archer_death_1.dae
public\art\animation\biped\elephant_rider_archer_death_2.dae
public\art\animation\biped\elephant_rider_archer_death_3.dae
public\art\animation\biped\elephant_rider_archer_idle_1.dae
public\art\animation\biped\elephant_rider_archer_idle_2.dae
public\art\animation\biped\elephant_rider_archer_idle_3.dae
public\art\animation\biped\elephant_rider_archer_walk_1.dae
public\art\animation\biped\elephant_rider_archer_walk_2.dae
public\art\animation\biped\elephant_rider_archer_walk_3.dae
public\art\animation\biped\elephant_rider_attack_ready_shield_1.dae
public\art\animation\biped\elephant_rider_attack_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_attack_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_attack_ready_shield.dae
public\art\animation\biped\elephant_rider_death_ready_shield_1.dae
public\art\animation\biped\elephant_rider_death_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_death_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_death_ready_shield.dae
public\art\animation\biped\elephant_rider_idle_ready_shield_1.dae
public\art\animation\biped\elephant_rider_idle_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_idle_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_idle_ready_shield.dae
public\art\animation\biped\elephant_rider_walk_ready_shield_1.dae
public\art\animation\biped\elephant_rider_walk_ready_shield_offhand_african.dae
public\art\animation\biped\elephant_rider_walk_ready_shield_offhand.dae
public\art\animation\biped\elephant_rider_walk_ready_shield.dae
public\art\animation\biped\fisher\fisherman_death.dae
public\art\animation\biped\fisher\fisherman_gather.dae
public\art\animation\biped\fisher\fisherman_idle_1.dae
public\art\animation\biped\fisher\fisherman_idle_2.dae
public\art\animation\biped\fisher\fisherman_idle_3.dae
public\art\animation\biped\fisher\fisherman_row.dae
public\art\animation\biped\gatherer\gather_fruit.dae
public\art\animation\biped\gatherer\idle_carry_ore_m.dae
public\art\animation\biped\infantry\knife\attack_melee_knife_a.dae
public\art\animation\biped\infantry\knife\attack_melee_knife_b.dae
public\art\animation\biped\infantry\knife\attack_melee_knife_c.dae
public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_a.dae
public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_b.dae
public\art\animation\biped\infantry\spearman\idle_ready_shield.dae
public\art\animation\biped\infantry\spearman\idle_ready_spear.dae
public\art\animation\biped\infantry\spearman\run_ready_shieldsmall.dae
public\art\animation\biped\infantry\spearman\run_ready.dae
public\art\animation\biped\maur_trader_death.dae
public\art\animation\biped\maur_trader_idle.dae
public\art\animation\biped\maur_trader_move_a.dae
public\art\animation\biped\maur_trader_move_b.dae
public\art\animation\biped\maur_trader_move_c.dae
public\art\animation\biped\new\death_rider_elephant_african.dae
public\art\animation\biped\new\death_rider_elephant_asian.dae
public\art\animation\biped\rider\cavalry\archer\idle_carry_meat.dae
public\art\animation\biped\rider\cavalry\dismount.dae
public\art\animation\biped\rider\cavalry\mount.dae
public\art\animation\biped\rider\cavalry\spearman\gallop_shield.dae
public\art\meshes\skeletal\new\f_tunic_short.dae
public\art\meshes\skeletal\new\m_dress.dae
public\art\meshes\skeletal\new\m_hero_tunic.dae

EDIT: Added the two missing animations.

weird, im sure i've re-exported all bodie meshes.

Some of the spearman aren't found in the action list thats what i meant with some animations.

Spoiler

image.png

I knew rome ballista have another animations but didn't found it in my drive so that one is missing in my house also.

 

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2 minutes ago, Alexandermb said:

weird, im sure i've re-exported all bodie meshes.

Well you reexported them but they didn't have the vertex groups...

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@Alexandermb

handIK_L handIK_R vertex groups still missing from f_tunic_short.dae  m_hero_tunic

Only 70 files to go :D

EDIT: For the missing anims I'm afraid you will have to do what you did with the fisherman... Not also that the fisherman suffers from the same two missing vertex groups.

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9 minutes ago, Stan` said:

@Alexandermb

handIK_L handIK_R vertex groups still missing from f_tunic_short.dae  m_hero_tunic

Only 70 files to go :D

EDIT: For the missing anims I'm afraid you will have to do what you did with the fisherman... Not also that the fisherman suffers from the same two missing vertex groups.

Another issue constraits should be in vertex groups? i mean, i haven't thought about that properly, but vertex groups aren't supposedly to be just the deformation bones and not the prop/constraits bones?

May i ask you a favor? :D I don't remember the way of importing old armatures and animations to new blender and i want to have the elephant animations (all of them) so i can redo the same animation and the same movement of the elephant bodies while improving a bit the geometry of the elephant keeping the same uv (mostly for avoid rotation bones look stiff) and fix once for all the 3 Bugs; Elephant not having a blend.file > The bug i have while using gpuskinning > Elephant riders animations done in proper way.

Can you import the animations to blender? doesn't matter if the armature breaks i just need the motion for recreate them.

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8 minutes ago, Alexandermb said:

Another issue constraits should be in vertex groups? i mean, i haven't thought about that properly, but vertex groups aren't supposedly to be just the deformation bones and not the prop/constraits bones?

I don't know :/, sorry maybe @Enrique does ?

8 minutes ago, Alexandermb said:

May i ask you a favor? :D I don't remember the way of importing old armatures and animations to new blender and i want to have the elephant animations (all of them) so i can redo the same animation and the same movement of the elephant bodies while improving a bit the geometry of the elephant keeping the same uv (mostly for avoid rotation bones look stiff) and fix once for all the 3 Bugs; Elephant not having a blend.file > The bug i have while using gpuskinning > Elephant riders animations done in proper way.

Yes you may, I don't know how though, I 'll try :D

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3 hours ago, Alexandermb said:

Also had to add 3 bones, because they didn't had the cape prop bones.

Ok, that's not an issue but I think that you used the old ones.

I noticed that because it was already the cases in r20483 and/or r20545.

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Old: Could be better, but is in a more or less good angle.

screenshot0219.png.ec0dc2e4e498a30f4cff73c64a5f61a7.png

 

New: Spear at a weird angle for some reason. No one would stand there like this. ;) 

screenshot0220.png.b7363811b591630004605f4f9511e7f1.png

 

Old: You can see the left arm is straighter and the right arm is bent more. I also don't see what you mean by the wrist needing to twist. This pose looks dynamic, ready for action.

screenshot0218.png.ff8fcb8e243a2b6afb8cfb99cd628eec.png

New: You see the bow is brought in closer to the crotch. Both arms are bent now and the bow made more horizontal. A less dynamic pose, hesitant.

screenshot0221.png.05aa558856f7380fa408774d4b21a994.png

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Could tweak the hoplite stand then.

About archer:

Step by Step:

  • Prepare
Spoiler

image.pngimage.png

  • Aim:
Spoiler

image.pngimage.png

Before:

Spoiler

image.png

Right hand Floating shield floating.

Having to twist the hand every shoot isn't very confortable:

Spoiler

image.png

If I left it right as it was, you can see the clipping while the hand is not resting in the bow rope wich in a ready state is the more logical position If im ready to shoot i have to hold arrow and bow ready to raise my arm stretch and loose:

Spoiler

image.pngimage.pngimage.png

What you are looking isn't a more "closer" hand but more raised. if i left it in the same height distance i have to stretch right arm to reach the bow rope wich also make its unrealistic and inhuman:

Spoiler

image.png

And if i move a lil bit the shoulder to reach the bow, still is very unconfortable:

Spoiler

image.png

So the real difference is:

 

  1. We have better bows and animations wasn't done having in mind a proper working bow.
  2. We have shields resting in the forearm or "shieldarm" instead of floating away from the shieldarm.

Thats the downside of animating whitout the proper assets adjusted to real measures or having a support like the aspis handgrip.

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17 hours ago, Alexandermb said:

Another issue constraits should be in vertex groups? i mean, i haven't thought about that properly, but vertex groups aren't supposedly to be just the deformation bones and not the prop/constraits bones?

You'll see many empty vertex groups for bones that don't deform because the engine will complain about those bones not being recognized when getting the armature ingame. And probably why the duplucated vertex groups originated.

Regarding poses... I'd agree with @wowgetoffyourcellphone, I think a cleaner and easier to read pose is more beneficial than a 100% acurrate one, specially if it impacts the shilouette and intention of the pose negatively

Specially when you aren't even able to zoom ingame enough to see if the shield floats, or if it actually have the correct hand-grips etc

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4 hours ago, Enrique said:

You'll see many empty vertex groups for bones that don't deform because the engine will complain about those bones not being recognized when getting the armature ingame. And probably why the duplucated vertex groups originated.

Perfect then! that clearifes my doubt about it.

 

4 hours ago, Enrique said:

Regarding poses... I'd agree with @wowgetoffyourcellphone, I think a cleaner and easier to read pose is more beneficial than a 100% acurrate one, specially if it impacts the shilouette and intention of the pose negatively

Rotated the hand a lil bit and used the "fingers" to hold the arrow and rope.. or at least simulate that:

Spoiler

image.pngimage.pngimage.png

 

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8 hours ago, wowgetoffyourcellphone said:

Looks way better. Can you straighten their left arms a bit?

Will take a look tmw, today i spent the day looking new procedural materials tutorials.

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3 hours ago, Hidan said:

@Alexandermb Seleucids pikemen syntagma animation is unavailable in SVN. :(

i leaved only syntagma to macedonians (the ones actually using it) didn't realized every civ has the formation enabled. I will commit a patch with every pikeman having syntagma variant files.

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