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Samuel Dravis
11-14-2003, 08:45 PM
This thread is to post about the new animations that will be need by things like the saber stances etc.

1) Adding a 'Force dodge jump' where it would act like the side dodges but would make you jump a very short way in the air. This would be rather awesome in saber duels (especially with the new saber fighting). It also is present in the movies.

BloodRiot
11-17-2003, 10:43 AM
It might be a good idea yeah. But i'm not gonna touch an anim until i see how razorace's saberlock/microsaberlock system will work. Then I'd primarilly focus on making the anims for fluid if needed.

razorace
11-17-2003, 07:52 PM
I don't put much faith in the possibility of new animations that are useful and any good. They're just too difficult to do and we don't have enough manpowe.

Anyway, as for animations we'd like...I can't think of any at the moment but I'm sure I'll find some when I start digging into things.

Emon
11-17-2003, 08:55 PM
Making animations is overrated. It's not nearly as hard as you think. The attitude of, "Ooh, animations, too hard, screw it" (along with many other things) is why people fail.

razorace
11-17-2003, 09:27 PM
There's a difference between making animations and making good animations. :)

Emon
11-17-2003, 10:56 PM
Who cares if they aren't up to par with JA's? Don't let the high quality intimidate you. Mods for many other games have sub-par animations, and they're fine.

razorace
11-17-2003, 11:56 PM
Well, if it looks like crap, it's going to stick out like a sore thumb.

keshire
11-18-2003, 07:32 AM
The hint to making good anims is to do a little research into anatomy. Fluid motion is a must. And I'm not talking about adding tons of frames either. If your motion is fliud there shouldn't be much difference between 5 frames and 100. Other than the slow motion. ;)

Though its alot easier when you can make it up as you go along.

http://mediaservice.photoisland.com/auction/Nov/200311182051941517467829.jpg

keshire
11-19-2003, 07:15 AM
I'm going to start sorting enums to make it more readable to me at least. by saber, style, stance, weapon, movement, etc. I Don't know if this was done for JK2 but I'll start doing it for jk3. As well as place comments next to each.

razorace
11-19-2003, 07:40 AM
Sorting them where? In the animation.cfg? I don't think that's a good idea to do it directly in the file, I'm pretty sure that the order is important for some animation stuff.

Anyway, this thread has been renamed as per the system suggested in this thread (http://www.lucasforums.com/showthread.php?s=&threadid=118042)

keshire
11-19-2003, 07:43 AM
You are correct. Its going in a seperate file. I just need too get it sorted to make it easier on myself when it comes time to do anything with sabers.

razorace
11-19-2003, 07:56 AM
And what sort of new animations for the sabers are you suggesting?

keshire
11-19-2003, 08:01 AM
Styles mostly. I'm debating on working on a Flamboyant style. Like Fencing. I've got a rough stance hammered out for it. where the saber flies off the belt into the already outstretched hand.

I can do a quick replacement job on fast or tavion style before the source comes out so as to get any kinks ironed out. Then I can add a new style when the source is available.

Plus, I'd like to join up with Renegade on the Movie battles mod.
right now I'm hammering out anims for Monsoontide's Acklay.

razorace
11-19-2003, 08:22 AM
So, basically like the one handed style that Dooku used or more like the one handed fighting that Vader used?

Anyway, since this really affects the saber system, I suggest you take this discussion over to the saber system brainstorming thread (http://www.lucasforums.com/showthread.php?s=&threadid=117698).

Especially since it sounds like Renegade is going to use the OJP/MotF saber system in MB.

keshire
11-19-2003, 08:30 AM
Nope classic fencing. maybe dooku.

http://www.marktek-inc.com/fencing.gif

and to accomplish this I'd need to do new anims.

hence the relevency to the new animations topic. ;)

when I get ready to move on over to implementing different styles and ways of selecting them then I'll move on over to systems. :)

razorace
11-19-2003, 08:43 AM
Well, it's pretty relivent to sabers system now. Making a new style isn't as simple as just creating/replacing the current animations.

keshire
11-19-2003, 10:24 AM
Looks like I'm moving on to using a spreadsheet to sort the animations especially the saber animations. Also each style has its own set of leg animations.

razorace
11-19-2003, 10:36 AM
Yeah, I know, but it should be noted that most of the time the leg animations are overrode. You never get to see the Luke style fencer moves. :(

keshire
11-19-2003, 10:39 AM
really? Can the override be overridden? Kensai from [sotg] seemed to override the leg animations with his d+f+attack with the dual sabers causing the attack to be slightly skewed. It should be in the samuri stances on lucasfiles. I guess I'll take a look at it.

razorace
11-19-2003, 11:20 AM
Well from what I remember, it's not overrideable without the code. Of course, there's been some changes to the animation system since JK2 so it might be possible.

keshire
11-19-2003, 11:23 AM
I'll take a look at it when i get home. And experiment a little.

keshire
11-19-2003, 01:08 PM
Due to some issues here at work, I had time to organize and categorize all the animations. I have the saber animations categorized by style, parry, and lock. And now I have a good understanding of what touches what and the naming scheme. So now I know where to start when I begin to make my own.

BloodRiot
11-19-2003, 01:16 PM
Sounds good keshire. are you gonna add new moves or simple arranje a new style fro mthe existing moves?

keshire
11-19-2003, 01:18 PM
I can do both. I can even adjust combo moves. I want to make my fencing style though. But something like that can wait until after I work on the Droideka.

keshire
11-21-2003, 08:01 AM
Animations Changes:

BOTH_STAND1TO2 14943 16 -1 20 saber on
BOTH_STAND2TO1 14943 16 -1 -15 saber off

Custom On off animations for variety
Move L/R Hang bone to hip to facilitate Ace's Saber Hilt collecting ;)

BOTH_SABERSLOW_STANCE 13123 2 -1 60
BOTH_SABERSTAFF_STANCE 1042 10 -1 20
BOTH_SABERDUAL_STANCE 13050 2 -1 20
BOTH_SABERFAST_STANCE 13052 2 -1 60
BOTH_STAND2 15068 2 0 20 Medium Stance

Custom Stances, This may Be doable with just stealing from the current anims

BOTH_RUN_DUAL 12413 26 0 40
BOTH_RUN_STAFF 12439 14 0 20
BOTH_RUN2 12331 26 0 40

Something a little more realistic. I hate how they hold the saber funny. Should hold single with two hands while running or at a sideways angle.

BOTH_SABERTHROW1START 13127 53 -1 20 Throw Forward
BOTH_SABERTHROW1STOP 13180 29 -1 20

I'm changing this to an over head vertical throw instead of the current sideways horizontal.

BOTH_RUN1
BOTH_RUNBACK1
BOTH_STAND1
BOTH_STAND1IDLE1
BOTH_TURNCROUCH1
BOTH_TURNSTAND1
BOTH_WALK1
BOTH_WALKBACK1

Move l/r hang bone to hip. Guns and hilts will then reside there until the turn on/off animation runs. Most are a measly 12 frames of animation should be able to accurately recreate them.

keshire
11-21-2003, 11:01 AM
http://mediaservice.photoisland.com/auction/Nov/200311215806622446633760.jpg

This is a staff stance. Because it is from the staff kata it blends in well with the current transitions.

And Kensai has done these for his samuri stances mod. I don't know how well they blend because I just took a quick look at them.

http://mediaservice.photoisland.com/auction/Nov/200311218629899051110415.jpg

http://mediaservice.photoisland.com/auction/Nov/200311213809961125941376.jpg

Dacks
11-21-2003, 08:53 PM
Ah, I now see what you meant with blending and picking out certain parts of a move.

If possible, could you perhaps try an over the head 'Move forwards signal' ? (Perhaps the over the head greeting by Rosh is use-able)

I'm asking this, 'cause I'd like to know how far you can change certain anims.

keshire
11-22-2003, 03:38 AM
I beleive that is in a different gla file. And if I'm not mistaken MP can't import more than one gla for a model like sp can.

keshire
11-22-2003, 09:34 AM
From Samuri Stances Mod:

BOTH_SABERFAST_STANCE 10429 2 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311221131738896610223.jpg

BOTH_SABERSLOW_STANCE 9779 6 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311221957717602159005.jpg

BOTH_SABERDUAL_STANCE 13125 2 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311229748139859855202.jpg

BOTH_SABERSTAFF_STANCE 9794 27 -1 70
http://mediaservice.photoisland.com/auction/Nov/200311223763912856539708.jpg


From my Alternate Animations Mod :):

BOTH_SABERSTAFF_STANCE 1042 10 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311221430199044531162.jpg


Kensai's Stances:

http://mediaservice.photoisland.com/auction/Nov/200311224387534228852582.jpg

http://mediaservice.photoisland.com/auction/Nov/200311228198162201563427.jpg

Others I found looking, needs tweaking:

ANY SINGLE 9948 6 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311223587221645625581.jpg

ANY SINGLE 17000 2 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311228385033638800037.jpg

ANY SINGLE 9993 2 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311228682932351497620.jpg

ANY SINGLE 9997 2 -1 20
http://mediaservice.photoisland.com/auction/Nov/200311222711118645746698.jpg

ANY SINGLE 16627 2 -1 20//
http://mediaservice.photoisland.com/auction/Nov/200311227586627688441048.jpg

ANY SINGLE 16653 2 -1 20//
http://mediaservice.photoisland.com/auction/Nov/200311226987901966277385.jpg

ANY SINGLE 17247 2 -1 20//
http://mediaservice.photoisland.com/auction/Nov/200311229590885905277368.jpg

ANY SINGLE 17700 2 -1 20//
http://mediaservice.photoisland.com/auction/Nov/200311221949471363347056.jpg

ANY SINGLE 9633 2 -1 20//
http://mediaservice.photoisland.com/auction/Nov/200311227335375192655362.jpg

ANY SINGLE 18457 2 -1 20// interesting crouch position (below average quality) needs lots of tweaking including transition anims, but I like kinda like it.
http://mediaservice.photoisland.com/auction/Nov/200311225987688463332195.jpg

SABERDUAL_STANCE 7565 2 -1 20 would even make a good block anim
http://mediaservice.photoisland.com/auction/Nov/200311221170155056276610.jpg

SABERSTAFF_STANCE 1139 2 -1 20//
http://mediaservice.photoisland.com/auction/Nov/200311221361448293513062.jpg

razorace
11-22-2003, 08:29 PM
Originally posted by keshire
I beleive that is in a different gla file. And if I'm not mistaken MP can't import more than one gla for a model like sp can.

You can merge the files together but it will make your mod a huge download.

keshire
11-25-2003, 03:36 AM
Originally posted by razorace
You can merge the files together but it will make your mod a huge download.

Which wouldn't be worth it for a taunt.

Wudan
11-25-2003, 04:39 PM
It's possible to extract ONLY the sequence you want and merge it in, you just have to have the right tools for the job :D

razorace
11-25-2003, 06:20 PM
Well, you'd have to either have a zip with the complete .gla or a fancy install program that would do all the merging automagically.

Wudan
11-25-2003, 08:36 PM
Yes, new animations denotes a fancier setup (and a larger download, most likely), and it is something that mod creators need to be aware of.

t3rr0r
11-25-2003, 08:52 PM
Originally posted by Dacks
If possible, could you perhaps try an over the head 'Move forwards signal' ?
why not use TORSO_HANDSIGNAL3?

razorace
11-25-2003, 09:12 PM
But that would be obvious!

t3rr0r
11-25-2003, 09:52 PM
Originally posted by razorace
But that would be obvious!
of course, what was i thinking?!

Teancum
12-11-2003, 09:02 AM
Originally posted by razorace
You can merge the files together but it will make your mod a huge download.

And just out of curiosity, how hard would that be. I have access to Max at college. I'd like to get some of JO's cutscene anims back into JA -- the only thing is, I fear if I combine the two, that server mods will create more emotes.... :rolleyes: -- A simple bow or tuant before a duel is cool, but that's enough for me.

razorace
12-11-2003, 09:10 AM
ASk created a program for just that purpose. It's floating around here somewhere.

As for server mods messing with that, it's not going to happen. You'd have to have a client component for totally new animations to work and that's something that those people aren't willing to do.

Teancum
12-11-2003, 09:33 PM
Well, I've combined the JO/JA animations, is there anyone that needs or wants them?

razorace
12-11-2003, 10:45 PM
And it worked? I didn't think the skeleton structures were compatible.

keshire
12-12-2003, 03:29 AM
They aren't. Well not the new animations. But they have it ignoring that. Or else the old models wouldn't work.

There's several bones missing.
Several Added, namely face stuff.
There's one bone renamed. lhand to lhang

Teancum
12-12-2003, 08:45 AM
Originally posted by razorace
And it worked? I didn't think the skeleton structures were compatible.

Not sure, but I recorded in a text file all of the additions, and the .gla compiled, so if anyone wants to take it for a test run, be my guest.

Wudan
12-13-2003, 12:57 PM
I can't imagine it'd be very pretty ...