wowgetoffyourcellphone Posted April 17, 2016 Report Share Posted April 17, 2016 (edited) Also need variation for loose Indian-style pants or skirt that blouse below the knee, like the lungi or sarong. Men and woman variations. Edited April 17, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Phalanx Posted April 17, 2016 Report Share Posted April 17, 2016 On 4/16/2016 at 0:09 PM, Enrique said: I stream on Twitch, I made some streamings for 0AD some months ago when doing trees and a bit of animations. Here is the rough list of animations that I think must be present in the game:  Reveal hidden contents  Common: -Seeding -Mining -Gather fruit -Slaughter / cavalry slaughter -Build -Promotion / cavalry promotion -Farmfield gather -Chopping wood -Treasure gather? -Carry resources (same anm? different animation for each resource?) -Death /cavalry death Infantry: For the sake of identifying units easier, infantry animations will be divided into the following types, each type will have different idles/rest positions as well as attack animations. Walk and run animations will be very similar between infantry types (and will be less work) but the arms position will vary depending of the weapons and props of the units. These are the initial types I could think of: Shield+sword, Shield+spear, Shield+javelin, Only Bow/Bow+shield, Only javelin, Hoplite, Pikemen, 2h weapon, Slinger Each of this type of units will have its own variations of the following animations: -Idle relax -Idle ready -walk relax -walk ready -run relax/slow/jogging -run ready/charge -Attack melee / ranged -Custom deaths Cavalry Shield+sword, Shield+spear, Only spear, Shield+javelin, Only javelin, Bow -Idle relax -Idle ready -Walk relax -Walk ready -Trot -Charge -Attack melee/ranged -Custom deaths Support: -Healer crane walk/run -Healing -Trader walk /run -Pushing siege? -Mounting/dismounting siege? -Firing siege? Formations: -Testudo: -Front line idle/walk -Back line(s) idle/walk -Syntagma: -Front line idle/walk/run/attack -Medium line idle/walk/run -Back line idle/walk/run -Phalanx -Phalanx idle/walk/run? -Phalanx attack Special: -Howdah attack? -Fake physics stunts? -Hero Idles? -Capturing/throw torches? -Chariot riding?   I think I good point to bring up was the cav animation. Right now, the unit moves at a gallop speed (faster then the infantry walk) but the animation was created for the speed of the infantry, so it is sped up and looks a tad weird. Just a note, that the cavs' gallop animation needs to match its speed, not the infantrys' Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 17, 2016 Author Report Share Posted April 17, 2016 1 hour ago, wowgetoffyourcellphone said: Also need variation for loose Indian-style pants or skirt that blouse below the knee, like the lungi or sarong. Men and woman variations. Got any quick reference for this variation? My focus at the moment is animations and new horses (I need them for cavalry unit animations) but a simple longer tunic variation should be easy enough. Would the length on his right leg be enough? I could modify this variation to go all the way to the other leg as a tunic. Spoiler  2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 17, 2016 Report Share Posted April 17, 2016 (edited) No, sir. The Indians "blouse" it up in the middle. I see if I can find good image to show. Â EDIT: Can have long version blouse above ankle: Â And short version blouse at knee: (man on left of course, haha)https://lurkerablog.files.wordpress.com/2012/11/20-13aogb-59-2007-kala-med-draget-sabel-og-i-uniform.jpg Edited April 17, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 18, 2016 Report Share Posted April 18, 2016 8 hours ago, Enrique said: Would the length on his right leg be enough? I could modify this variation to go all the way to the other leg as a tunic. That would do for Millennium AD mod, thanks! Also, I'm sorry it this request will take some of your time. We need the mesh for the Chinese, Arab and Norman units. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 19, 2016 Report Share Posted April 19, 2016 @Enrique Any plans to add Jos3bv's anims ? 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted April 19, 2016 Report Share Posted April 19, 2016 And possibility to add anims when one set is finished? I mean, for example, add spearman animations although other animations sets aren't finished (I know that could be modded easily) 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 19, 2016 Author Report Share Posted April 19, 2016 1 hour ago, stanislas69 said: @Enrique Any plans to add Jos3bv's anims ? Yes, I won't be able to do any modifications to them though. 24 minutes ago, av93 said: And possibility to add anims when one set is finished? I mean, for example, add spearman animations although other animations sets aren't finished (I know that could be modded easily) Not sure if I understand correctly... You can add as many animation variants as you want for spearmen attacks for example, and it will pick one randomly. My goal is to have at least 1 variation for each animation type needed to apply and test and then make variations from there. 2 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 19, 2016 Report Share Posted April 19, 2016 Small note from the technical side: updating actors with new animation-prop combos should become easier. See the Athenian infantry files that have their civilian tasks split off already: http://trac.wildfiregames.com/changeset/18057 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted April 19, 2016 Report Share Posted April 19, 2016 Just now, Enrique said:  Not sure if I understand correctly... You can add as many animation variants as you want for spearmen attacks for example, and it will pick one randomly.  A lo que me referia es que si, independientemente de que todas las unidades tengan las animaciones hechas, si hay planes de añadir los sets cuando esten acabados. En otras palabras, si se acaban las animaciones de infanteria, aunque no esten finalizadas las de caballeria, se incluiran. O tendremos que esperar a que todos los sets esten hechos. (Puedes contestar en ingles) Quote Link to comment Share on other sites More sharing options...
Phalanx Posted April 19, 2016 Report Share Posted April 19, 2016 2 hours ago, av93 said: And possibility to add anims when one set is finished? I mean, for example, add spearman animations although other animations sets aren't finished (I know that could be modded easily) I think what he means is say, add the spearmen anims, even though the swordsmen animations arent finished. To add animation sets one by one, not to wait to ALL the required animations for the game are finished. (translation I think) Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 19, 2016 Author Report Share Posted April 19, 2016 9 minutes ago, av93 said: A lo que me referia es que si, independientemente de que todas las unidades tengan las animaciones hechas, si hay planes de añadir los sets cuando esten acabados. En otras palabras, si se acaban las animaciones de infanteria, aunque no esten finalizadas las de caballeria, se incluiran. O tendremos que esperar a que todos los sets esten hechos. (Puedes contestar en ingles) Animations being ready is much closer than you think. Once I have the basics now (as I do) only simple modifications for each type of equipment are yet to be done, even cavalry only have 2 or 3 different animations, so the only thing I would like to make is some horse walk/trot/galop for the cavalry, so it wouldn't be much wait. Also I think it would be more epic to just commit all new units regardless their role. 2 Quote Link to comment Share on other sites More sharing options...
av93 Posted April 19, 2016 Report Share Posted April 19, 2016 Just now, SeleucidKing said: I think what he means is say, add the spearmen anims, even though the swordsmen animations arent finished. To add animation sets one by one, not to wait to ALL the required animations for the game are finished. (translation I think) He's from Spain Just now, Enrique said: Animations being ready is much closer than you think. Once I have the basics now (as I do) only simple modifications for each type of equipment are yet to be done, even cavalry only have 2 or 3 different animations, so the only thing I would like to make is some horse walk/trot/galop for the cavalry, so it wouldn't be much wait. Also I think it would be more epic to just commit all new units regardless their role. Okey, thanks! 1 Quote Link to comment Share on other sites More sharing options...
Phalanx Posted April 19, 2016 Report Share Posted April 19, 2016 4 hours ago, av93 said: He's from Spain Really? Cool! International community! Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 19, 2016 Report Share Posted April 19, 2016 7 hours ago, sanderd17 said: Small note from the technical side: updating actors with new animation-prop combos should become easier. See the Athenian infantry files that have their civilian tasks split off already: http://trac.wildfiregames.com/changeset/18057 Look like modders have a lot of work in the near future. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 19, 2016 Report Share Posted April 19, 2016 @wowgetoffyourcellphone: I just heard that the old actor files are still working (since I was fearing the same  ) 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 19, 2016 Report Share Posted April 19, 2016 The code is still fully compatible with the old actor format (which is handy, as now I can update one batch at a time). And since actors had no inheritance whatsoever, it means they all operate on their own, so aren't affected by the changes I'm doing. So if you don't want to change anything, it's not needed to change. But if you change it too (perhaps wait a bit until the dust has settled in SVN), the files will be a lot smaller and easier to create/maintain. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 19, 2016 Report Share Posted April 19, 2016 2 hours ago, SeleucidKing said: Really? Cool! International community! We are from several countries. Â 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 19, 2016 Report Share Posted April 19, 2016 (edited) For modding  reasons can be nice adding  some type of models with different pants. this I think is almost same unit actor Spoiler   This can be nice for the second part of Millenium, the Renaissance units And for later units. Spoiler    Edited April 20, 2016 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 19, 2016 Author Report Share Posted April 19, 2016 @Lion.Kanzen Shouldn't that be posted in their respective mod subforum? I'll just stick with the models needed for the main game for now, or I'll never finish with this. Also remember, the blender file with the armature and basic unit model is in the first post of this thread. Any artist/modder can download it and tweak the model or make animations as desired. For any model that is rigged into the given armature, all the animations that will be in-game will work with it. 4 Quote Link to comment Share on other sites More sharing options...
Palaxin Posted April 19, 2016 Report Share Posted April 19, 2016 @Lion.Kanzen additionally, using spoilers could often help when posting several images or TL;DR excerpts from Wikipedia. No offense  1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 20, 2016 Report Share Posted April 20, 2016 @Enrique But who have these skills?  If I post this in sub forum nobody can answer. We have a plane in the game and other fantasy units, so I don't see the problem, obviusly I'm not asking by my own need. So we need await from more animators, we can learn but... After try to do an anthropomorphic model, to animate some expert say ago it's need learn about natural anatomy and how the human body moves. so was simple suggest... So no problem.  i know the horses are more important because the old models aren't enough good right now,neither actual standard.  @Palaxin no offenses but the images looks tiny for me I will try to put in spoilers.  1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 20, 2016 Report Share Posted April 20, 2016 10 hours ago, sanderd17 said: The code is still fully compatible with the old actor format (which is handy, as now I can update one batch at a time). And since actors had no inheritance whatsoever, it means they all operate on their own, so aren't affected by the changes I'm doing. So if you don't want to change anything, it's not needed to change. But if you change it too (perhaps wait a bit until the dust has settled in SVN), the files will be a lot smaller and easier to create/maintain. It is actually a very useful change. I just have a lot of custom actors and modded actiors that will need changing to accomodate the new capability. lol 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted May 5, 2016 Report Share Posted May 5, 2016 Working with this blend file is fantastic, all the handles cooperate and everything! I'll definitely be jumping on the animation wagon every once in a while. Brilliant work Enrique 3 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 16, 2016 Report Share Posted May 16, 2016 Suggestion: wounded-walk animation for units under 25% health points (walk speed also decreases by 50-75% when hp is under 25% to match the animation) - Wounded unit rescuing tactic will be harder - Retreating becomes more crucial and can cause higher fatalities. Quote Link to comment Share on other sites More sharing options...
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