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razorace
06-13-2006, 04:23 PM
Now that we have several potential animators coming into their own, I've started this thread to discuss the sort of new animations we want.

There are some things that I can think of....

- New jump kick animations (4 anims, one for each basic direction).
- Light Stun/Slightly Knocked off Balance (1 anim per saber position per saber style). These would replace the current "slow bounce" animations. The idea here is to have an animation for the player getting "stunned" just enough to allow the other player to switch from defense to offense.
- New "combat" stride/walk. The current walk doesn't seem like something that a person would use in real combat. (one animation for each saber type)
- Strafe run/walk animations. I'd like to be able to use true strafe (left/right) animations to make the players look better while moving purely left/right. These already exist in the current animations but are missing for some of the saber types. (Two left/right per Run/Walk per saber type)

Ytmh
06-13-2006, 04:43 PM
zomg hai guyz. I'm bac :))))))))

And I'm going to need something more specific to work with, ace :( The jump kicks can be in any sort of type? I was thinking it'd be cool to do spin-kick stuff in different ways for each direction. Also, the stun thing, I'm not sure from where to start. How many saber positions are there?

Also where can I find the reference animation for that? Or just generally what am I looking at. If it's an off-balance thing, then I don't know really, it'd depend on a bunch of stuff.

razorace
06-13-2006, 04:54 PM
You'll need 4 jump kicks, forward/left/right/back. The current ones are really only designed to be used as upflying kicks, rather than a kick made while coming down from a jump. I'm thinking we could either simply replace the current ones or maybe change the system a little bit so players can do jump kicks while coming down from a jump (and thereby make them MUCH easier to do).

All the reference animations should be in the normal _humanoid.gla file along with the animation.cfg file.

Ytmh
06-13-2006, 05:42 PM
SO IN RETROSPECTIVE, what ace is talking about is directional mid-air kicks that point downwards, like Ryu's SK in SFA. Pretty much that, and having it so raising activates one kick, and falling activates the other.

I'll have some sketches soon, yay. as for the other, I'll need more time.

razorace
06-13-2006, 06:09 PM
Ok dokie. I recommend that you try playing the current version of OJP to get an idea of what I'm talking about in regards to the slow bounces.

Ytmh
06-13-2006, 06:48 PM
I will once I free some more space to install JKA back on ;_; For now tho I can work on the kicks, if just to get some practice. The knockback stuff is probably going to be easier since it's not a lot to animate, just lots of small things. Wudan's program is pretty smooth to use, for most part thankfuly. I just needed to have alora's highly flexible be-hind as motivation. ^___^

razorace
06-13-2006, 09:41 PM
- New "combat" stride/walk. The current walk doesn't seem like something that a person would use in real combat. (one animation for each saber type)
- Strafe run/walk animations. I'd like to be able to use true strafe (left/right) animations to make the players look better while moving purely left/right. These already exist in the current animations but are missing for some of the saber types. (Two left/right per Run/Walk per saber type)

UDM
06-15-2006, 09:53 PM
Hey ytmh, when I'm done with the current tasks I'm working on, I'll work with you on the anims. I need someone who's good with Maya (I assume Maya exports skeletons to md3) to guide me along. I hate Maya. Never liked the interface. Lightwave was more user friendly and intuitive :P

razorace
06-15-2006, 10:45 PM
Ytmh is using Dragon for animating. I don't think he has any experience with Maya.

UDM
06-16-2006, 09:21 AM
No problem I think they're almost the same anyway. It's just a matter of learning how to get used to the program

Also, there's always a way to get any program, full version :)

Vruki Salet
06-16-2006, 12:14 PM
Can you work with jka animations using lightwave? can you build glms with weighted skeletons and the whole bit with it?

razorace
06-16-2006, 04:25 PM
I know that you can use lightwave to handle the source .xsi files that were used to create the original .gla files. However, I'm not sure if there's a plug-in to modify .gla files directly.

Vruki Salet
06-16-2006, 06:13 PM
Interesting. I would be amazed if you could do the glas directly but it's not necessary If you can get carcass to work. Hehe, big *IF*, for me anyway.

razorace
06-16-2006, 06:56 PM
Wudan's Dragon problem was specifically designed to edit .glas directly. :)

Vruki Salet
06-16-2006, 08:09 PM
I know I like it! Sadly I'm not very good with it. Gotta getting more practice.

ensiform
06-16-2006, 08:51 PM
lean like SP, but it needs to be controlled differently if this is added.

ie: use and strafe left/right.

Sushi_CW
06-16-2006, 09:30 PM
The animations I'd like to see most are improved blocking anims. Some of the current ones, unfortunately, aren't very convincing. :(

UDM
06-16-2006, 11:54 PM
So can I actually import lightwave anims into dragon, and then export into gla from there?

If I could work with lightwave, that'd be much better, because I'm more familiar with it. And I have a nice hundred megabyte video tutorial on CD right now too

razorace
06-17-2006, 12:24 AM
Well, it is possible to export .xsi files into .gla, assuming you're using the correct skeleton. I beleive that's what Keshire does for his animations.

ensiform
06-17-2006, 01:37 AM
The animations I'd like to see most are improved blocking anims. Some of the current ones, unfortunately, aren't very convincing. :(

i hope your not suggesting like the blocking in JA+, i personally can't stand the blocking in it. it just seems god awful and it makes saber fighting too long and unfair for the single saberists even though it already is esp. with strong.

Vruki Salet
06-17-2006, 11:25 AM
So can I actually import lightwave anims into dragon, and then export into gla from there?

Not that I'm aware of. You load glms and glas into Dragon and make/edit their animations with it. Then you export glas which you merge with the humanoid.gla with glamerge. If you can import other formats like lightwave's (lwo?) into it I never heard of that but then again Wudan keeps saying there are lots of undocumented features.

razorace
06-17-2006, 03:02 PM
I think you can use Raven's carcus tool to convert from .xsi format into .gla.

Sushi_CW
06-17-2006, 03:35 PM
i hope your not suggesting like the blocking in JA+, i personally can't stand the blocking in it. it just seems god awful and it makes saber fighting too long and unfair for the single saberists even though it already is esp. with strong.

No, I'm not talking about a change in the blocking system, just new animations for the blocks that OJPE currently uses. For example, there are a couple of block animations where when you block, it looks like you're sticking your saber through your opponent's head (even though you really aren't and don't do any damage). A purely cosmetic change. :)

I've heard something about the mysterious "keshire animations" but I don't know if they apply to this or not...

razorace
06-17-2006, 05:06 PM
Actually, that's something that we're working on. Slowly but surely. :)

razorace
07-08-2006, 06:57 PM
- Special Mishap Animations for when the player has Critical DP or maybe FP. The purpose of these animations would be to visually indicate that the player will die in the next hit. Think Anakin's movement right before Dooku slices his arm off.