wowgetoffyourcellphone Posted August 21, 2019 Report Share Posted August 21, 2019 (edited) 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. Edited August 21, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 On 21/08/2019 at 10:04 AM, 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. Expand 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 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2019 Report Share Posted August 21, 2019 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. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 21, 2019 Author Report Share Posted August 21, 2019 On 21/08/2019 at 9:50 AM, 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). Expand Also had to add 3 bones, because they didn't had the cape prop bones. On 21/08/2019 at 5:47 AM, 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. Expand 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". On 21/08/2019 at 8:36 AM, Stan` said: @Alexandermb According to this nice little regexp : skin-joints-array" count="(?!48) (The latest model you uploaded have 48 vertex groups) Expand 42 original + 6 from sheaths and quivers i've added. On 21/08/2019 at 10:04 AM, 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. Expand Could be the same animation exported twice or just that they are identical, have to check that. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 21, 2019 Author Report Share Posted August 21, 2019 On 21/08/2019 at 8:36 AM, 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. Expand 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. Reveal hidden contents I knew rome ballista have another animations but didn't found it in my drive so that one is missing in my house also. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 On 21/08/2019 at 1:34 PM, Alexandermb said: weird, im sure i've re-exported all bodie meshes. Expand Well you reexported them but they didn't have the vertex groups... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 21, 2019 Author Report Share Posted August 21, 2019 16 attempts, finally did it: Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 @Alexandermb handIK_L handIK_R vertex groups still missing from f_tunic_short.dae m_hero_tunic Only 70 files to go 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. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 21, 2019 Author Report Share Posted August 21, 2019 On 21/08/2019 at 2:31 PM, Stan` said: @Alexandermb handIK_L handIK_R vertex groups still missing from f_tunic_short.dae m_hero_tunic Only 70 files to go 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. Expand 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? 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. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 21, 2019 Report Share Posted August 21, 2019 On 21/08/2019 at 2:46 PM, 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? Expand I don't know :/, sorry maybe @Enrique does ? On 21/08/2019 at 2:46 PM, Alexandermb said: May i ask you a favor? 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. Expand Yes you may, I don't know how though, I 'll try Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 21, 2019 Report Share Posted August 21, 2019 On 21/08/2019 at 12:34 PM, Alexandermb said: Also had to add 3 bones, because they didn't had the cape prop bones. Expand 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. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 21, 2019 Report Share Posted August 21, 2019 Old: Could be better, but is in a more or less good angle. New: Spear at a weird angle for some reason. No one would stand there like this. 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. 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. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 21, 2019 Author Report Share Posted August 21, 2019 Could tweak the hoplite stand then. About archer: Step by Step: Prepare Reveal hidden contents Aim: Reveal hidden contents Before: Reveal hidden contents Right hand Floating shield floating. Having to twist the hand every shoot isn't very confortable: Reveal hidden contents 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: Reveal hidden contents 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: Reveal hidden contents And if i move a lil bit the shoulder to reach the bow, still is very unconfortable: Reveal hidden contents So the real difference is: We have better bows and animations wasn't done having in mind a proper working bow. 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. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 21, 2019 Report Share Posted August 21, 2019 The twisted sandwich bag wrist looks weirder than just using the old "unrealistic" wrist position. Quote Link to comment Share on other sites More sharing options...
Enrique Posted August 22, 2019 Report Share Posted August 22, 2019 On 21/08/2019 at 2:46 PM, 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? Expand 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 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 22, 2019 Author Report Share Posted August 22, 2019 On 22/08/2019 at 8:33 AM, 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. Expand Perfect then! that clearifes my doubt about it. On 22/08/2019 at 8:33 AM, 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 Expand Rotated the hand a lil bit and used the "fingers" to hold the arrow and rope.. or at least simulate that: Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 22, 2019 Report Share Posted August 22, 2019 On 22/08/2019 at 2:49 PM, Alexandermb said: Rotated the hand a lil bit and used the "fingers" to hold the arrow and rope.. or at least simulate that: Reveal hidden contents Expand Looks way better. Can you straighten their left arms a bit? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 23, 2019 Author Report Share Posted August 23, 2019 On 22/08/2019 at 5:52 PM, wowgetoffyourcellphone said: Looks way better. Can you straighten their left arms a bit? Expand Will take a look tmw, today i spent the day looking new procedural materials tutorials. Quote Link to comment Share on other sites More sharing options...
Hidan Posted August 23, 2019 Report Share Posted August 23, 2019 @Alexandermb Seleucids pikemen syntagma animation is unavailable in SVN. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 24, 2019 Author Report Share Posted August 24, 2019 On 23/08/2019 at 6:25 PM, Hidan said: @Alexandermb Seleucids pikemen syntagma animation is unavailable in SVN. Expand 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. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 24, 2019 Author Report Share Posted August 24, 2019 Proposa: New formation! Can be considered as an special formation for persians sparabara + archers? Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 24, 2019 Report Share Posted August 24, 2019 On 24/08/2019 at 1:19 PM, Alexandermb said: Proposa: New formation! Can be considered as an special formation for persians sparabara + archers? Reveal hidden contents Expand Can we use heteregenous formations this way ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 24, 2019 Author Report Share Posted August 24, 2019 On 24/08/2019 at 1:51 PM, Stan` said: Can we use heteregenous formations this way ? Expand No idea, but maybe we can apply the same we use for square formations (fill from center) wich distributes the less powerfull infantry to the middle. Quote Link to comment Share on other sites More sharing options...
minohaka Posted August 24, 2019 Report Share Posted August 24, 2019 Is the Roman Skirmishers run animation or animations in general different now? I was playing and it felt kind of slow or different probably a perception thing kind of more realistic Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 24, 2019 Author Report Share Posted August 24, 2019 On 24/08/2019 at 6:01 PM, minohaka said: Is the Roman Skirmishers run animation or animations in general different now? I was playing and it felt kind of slow or different probably a perception thing kind of more realistic Expand Yes, they now use running instead of "jog" for have a more human-speed realistic animation. Quote Link to comment Share on other sites More sharing options...
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