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===[COMMITTED]=== Animations


Alexandermb
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@Alexandermb Yes there's been changes recently.

That you need to be aware of:

Formations now use animation variants, and the regular "Idle", "Walk", "Run" animations. So you need to setup your actors to have a regular variant group with idle/walk/run animations, and a formation-special variant.
Also, while remaining in formation units will IDLE in formation-animation, but when that formation breaks (for whatever reason), they will revert to their usual animation.

I believe there's still a few issues, but tbh the current code needs some streamlining before we fix these.

Check out my changes to the testudo formation actors.

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  On 15/08/2019 at 9:02 AM, Stan` said:

Some anims don't work as well because they are a combination of two others ie carry idle and I don't think we support that in Atlas 

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Those should just be the Idle animation of the "Gather Food" variant. But perhaps Atlas doesn't have great support for that.

TBH we're pretty close to hitting some hard limit in the customisability of our actor file there, so we'll probably have to think of a better way to do this soon-ish

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  On 15/08/2019 at 8:58 AM, wraitii said:

@Alexandermb Yes there's been changes recently.

That you need to be aware of:

Formations now use animation variants, and the regular "Idle", "Walk", "Run" animations. So you need to setup your actors to have a regular variant group with idle/walk/run animations, and a formation-special variant.
Also, while remaining in formation units will IDLE in formation-animation, but when that formation breaks (for whatever reason), they will revert to their usual animation.

I believe there's still a few issues, but tbh the current code needs some streamlining before we fix these.

Check out my changes to the testudo formation actors.

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So basically the variant name now define the animation id instead of the name or id itself, at least now they remain idle and thats a progress :D.

I'm redoing the testudo in a cleaner way with blender instancing:

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This way i can see better the position of each one and keep them in their root point and not having to move them further to the root for fill an space.

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  On 16/08/2019 at 2:59 AM, Alexandermb said:

@Stan` only missing elephant riders but i haven't found the file yet, i have to look deeply in my house when i get there someday. Should i start the commit to start updating units?

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I'm not sure there is an elephant file. I don't think I ever found it. Maybe Enrique knows more.

As for committing just make sure that the checkrefs.pl script is happy and that you do small commits. Make sure you respected the naming conventions as well, that files are well indented that variants have the xml header and that you aren't leaving anything useless behind and missing any files.

Would be nice to have everything though because elephants are gonna error out badly otherwise.

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About the elephant is that this one?

  On 21/07/2019 at 8:33 PM, fatherbushido said:

Check that one https://trac.wildfiregames.com/changeset/19137/

(there was a total "blend" with the different source files where different ones were used (one can see the ones using "Armature" and the ones using "Cube" in the exported .dae).)

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The file biped/new/inf_sarissa_rest was in the first experimental new anims commit. Then was not included in the final one.

That's mostly that big confusion between the two sets of files where errors were stacked which prevent an automatic way (I mean modifying the anims and mesh .dae) to fix it.

So the file should be here: https://trac.wildfiregames.com/changeset/19137/?format=zip&new=19137


(That's perhaps not what you are looking for!)

 

Edited by fatherbushido
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A bit more history here:

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Another draft I had about that:

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  On 16/08/2019 at 8:01 AM, fatherbushido said:
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Nice, had no idea you could that ! (The zip file export)

  On 16/08/2019 at 8:01 AM, fatherbushido said:
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Unfortunately it's not, only cav anims in there... But thanks a lot for the digging !

 

  On 16/08/2019 at 8:01 AM, fatherbushido said:

The file biped/new/inf_sarissa_rest was in the first experimental new anims commit. Then was not included in the final one.

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Found it in "art_source\trunk\art\meshes and animations\skeletal\units\New units blends\New units armored version with animations.blend"

 

@Alexandermb I believe you are the only one that have the elephant animations They were not in the blend file at that time and haven't been since... Should have asked you then, I'm sorry

 

  On 12/11/2017 at 8:43 PM, Alexandermb said:

Update***  


 

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EDIT : They were committed in https://trac.wildfiregames.com/changeset/20716/

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  On 16/08/2019 at 10:12 AM, fatherbushido said:

I first thought Alexander was looking (he actually was at some time) for biped/new/inf_sarissa_rest (which was done by enrique, no?). That one being used by most of the elephant rider. But he spoke about different elephant rider animations.

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Ah yeah sorry for the miscommunication, we are talking about archers and drivers animations :)

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Elephant was left in my house but i don't go there often this days and when i do i end fixing my windows because blackouts broke everything or cleaning the house instead of checking the files. So i have to go there a week or a weekend and check wich files i can excavenge from there.

Indeed inf_sarissa was an elephant rider animation too but it was kinda broken before having started the update the helmet position was wrong, the shield was wrong also so it was an useless animation.

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  On 16/08/2019 at 1:05 PM, Alexandermb said:

Elephant was left in my house but i don't go there often this days and when i do i end fixing my windows because blackouts broke everything or cleaning the house instead of checking the files. So i have to go there a week or a weekend and check wich files i can excavenge from there.

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You should buy an external USB box for your HDD and take it with you :)

Maybe if they weren't that complex you could redo them, so that the set is complex.
 

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  • Alexandermb changed the title to ===[COMMITTED]=== Animations

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