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Old 05-03-2003, 06:47 PM   #1
Wudan
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First New Animation -- Gla Neo



Scholars of JK2 _humanoid animations will note that the 'parallel children' are not changed. This is because I have not yet implemented a system to verify and check the positions of these joints/bones, but this is only a small matter of time.

Why am I posting now? - new features and new functionality:

-- WIP scripting to determine bone rotation and position
-- Euler to Quat conversion (in scripting)
-- Auto-adjusts bone positions so they don't look so b0rk3d (but you can still manually screw them up, if you want to.)
-- Can rip animations from primary GLA.

Future plans:

-- Rip current animations to script file
-- enhance scripting to animate parallel children with greater accuracy.
-- GUI?

This link includes the source and utility, sample script and stuff.

Thanks goes to ASk, Commodus, Tchouky, JediStone, razorace, The Truthful Liar, Ste Cork, and Jaii der Herr.

If it can be proven that XSI exports can yeild promising results, I may include this feature at some time. This method indirectly edits GLA files, and has bugs/features hidden behind every door.


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Last edited by Wudan; 05-04-2003 at 05:28 PM.
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Old 05-03-2003, 07:17 PM   #2
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Bravo.


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Old 05-04-2003, 05:31 PM   #3
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Well done old boy


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Old 05-04-2003, 05:38 PM   #4
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very nice

give a big round of aplause to wudan!!!!!!!!


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Old 05-04-2003, 05:42 PM   #5
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All hail the great Wudan!

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Old 05-04-2003, 05:47 PM   #6
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I'm confused, isn't that just like your mace arm poped off "animation"?


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Old 05-04-2003, 07:29 PM   #7
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No, because it at least LOOKS like a pose you could see in-game.

True, it's some crap I just kludged together, but I have more precision in posing the model.

I guess you won't be happy till I have Kyle grabbing his crotch and flipping you off, huh?


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Old 05-04-2003, 08:28 PM   #8
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Nice! So does this only work for multiplayer, or could you, once the jibbies are worked out, play a new animation in singleplayer using ICARUS?
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Old 05-04-2003, 09:57 PM   #9
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nice work wudan


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Old 05-05-2003, 02:38 AM   #10
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Quote:
Originally posted by wudan
No, because it at least LOOKS like a pose you could see in-game.

True, it's some crap I just kludged together, but I have more precision in posing the model.

I guess you won't be happy till I have Kyle grabbing his crotch and flipping you off, huh?
Awesome - looks like you're really getting close on this!!!

Excellent work!



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Old 05-05-2003, 02:51 AM   #11
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Quote:
Originally posted by Emon
Nice! So does this only work for multiplayer, or could you, once the jibbies are worked out, play a new animation in singleplayer using ICARUS?
According to Raven, there is a really really good chance that the 'unused' declared animations in MP are also declared in the SP code. Corto has done a lot of this kind of thing for the Dark Forces Mod, regarding ICARUS and animation naming.

There's some new stuff that I did on the files today, It raises the efficiency bar just a tad bit, but it's all still very very far from where I want it to be.

But I'd say it's significant progress.


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Old 05-05-2003, 03:18 AM   #12
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Quote:
Originally posted by wudan
But I'd say it's significant progress.
heck yeah.

it's a long way from Mace Windu's wavy arm thing!!!!



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Old 05-06-2003, 11:56 AM   #13
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Looking good... great progress dude.
you are da man


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Old 05-06-2003, 02:11 PM   #14
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Quote:
Originally posted by RenegadeOfPhunk
you are da man
Wu da man!!!!


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Old 05-07-2003, 07:24 PM   #15
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sticky this someone


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Old 05-08-2003, 12:02 AM   #16
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Why? He's just talking about the progress he's making. I wouldn't sticky it til he's got a true and working animation.


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Old 05-10-2003, 07:13 PM   #17
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UPDATE!

Today I fixed some major bugs as well as came up with much much more reliable way to read the basepose, once again Commodus' work on ieee-754 emulation came in handy-handy-handy, and a major pose-making bug was fixed in the process.

I also 'enhanced' the scripting, making it easier to read, and as soon as I have the scripting format down right I'll be able to implement even cooler things.

Most of you might not be aware, but Neo was built with the idea of being able to manipulate other skeleton types as well, he can read them, when the scripting is done he can come up with new poses and new animations for them as well, though the merge program only works with humans AFAIK.

Anyway, just thought I'd let you guys know I'm still on top of things.


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Old 05-11-2003, 01:06 PM   #18
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I'm confused-- does your program actually let you make the animations or does it read it from 3ds max, like from an ASE file?
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Old 05-11-2003, 01:15 PM   #19
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Right now, Neo reads an external file containing the animation data. This data is in a format of my own devising, and if that ever works, more formats could be used to give Neo new animation data.

The problem with XSI is, even if I were able to export a good XSI skeleton, and I'm not, an animator using 3dsm or even XSI would probably get a bad skeleton when it's exported through carcass.


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Old 05-11-2003, 06:59 PM   #20
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Slight differences in where the joints should be and where they were appearing were making it difficult to animate bones where this was more noticeably, so I had to cleanup and re-write a lot of code today, but it cleared it up and now the bones are moving very smoothly.

A ton of upgrades to the code, really, I'm quite proud of what I've gotten done.

Next step, working on more and more precision


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Old 05-13-2003, 10:31 PM   #21
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A greater degree of precision has been attained.

I'm sorry if you don't think this is cool, I do.


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I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.

Last edited by Wudan; 05-14-2003 at 02:06 PM.
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Old 05-13-2003, 11:25 PM   #22
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It's very cool!

I suggest you look into reading animation data from ASE files. ASE is ASCII Scene Export, it's a whole 3ds max MAX file but in ASCII format. It includes everything Max can do, which means animation data.
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Old 05-14-2003, 02:18 AM   #23
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Very cool... so was it entirely edited/restructured with GlaNeo?


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Old 05-14-2003, 02:20 AM   #24
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I'm interested in how you're handling the fact that the whole upper torso region has like 40 direct children instead of linked by bone to bone? Are you doing a virtual higharcy on that region?


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Old 05-14-2003, 03:14 AM   #25
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Wow, nice work!
It's come a LONG way since I last checked...
Do you think this will work for Jedi Academy(JK3)? I know you can't be sure, but do you think it will?
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Old 05-14-2003, 01:57 PM   #26
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1) I write a script describing the bone orientation. Essentially, All I need is pitch yaw and roll, Neo works out the shifting, so you don't have to, even though I've included 'manual' shifting in the scripting, in case you *want* screwed up looking animations. The script describes (1) Traditional Parents, (2) Children, and (3) Foster Parents.

Foster Parents are what I use to describe those bones that should have a normal hierarchy but don't, so I suppose the term 'virtual hierarchy' is correct, even though there technically isn't anything virtual about it. It helps if you think of the hierarchy as a 'tierred system', and each tier affects the ones below it, so children inherit their parents rotational values, even in the foster parent system, although in the foster parent system this effect is eluded to and handled by Neo, rather than a given, in a traditional situation.

2) After I have a script that describes the positions, I feed it to Neo, who needs a single frame 'control' Gla in his dir, currently this has to be named "_humanoid.gla" but as functionality grows, I will just read the name in from a cfg file passed from the command line, so you can make new frames for other Glas, like the ATST and what not.

3) After I have my new Gla, I copy it over the _humanoid.gla in the _humanoid directory

4) I run Modview and look at the finished result.

This process started to go very fluidly, when I make it so that I pass the script and whatnot from the command prompt the process can be fully optimized using batch files.

Thats the immediate plans, I have been researching ASE format to see what I can do to make things more 'hands-on' and easier.


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Old 05-16-2003, 01:54 PM   #27
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Old 05-16-2003, 02:17 PM   #28
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I've uploaded GlaNeo and source again, the link is at the top of the thread. This latest version is functional, but Neo will be going through some changes as I go back and flesh out functions and make him command-line-argument-based.


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Old 05-16-2003, 04:26 PM   #29
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nice work man its coming along nicely cant wait to see the final thing


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Old 05-17-2003, 11:21 AM   #30
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All I can say is wow ... and some other things of course.

It looks very very good IMO. She doesn't hold the guns strange or anything.

BTW are you considering making some sort of matrix mod, or do you have other plans (first time I see this, haven't been following)
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Old 05-17-2003, 12:44 PM   #31
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Holy smokes!
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Old 05-17-2003, 07:43 PM   #32
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Are you limited in the amount of new animations you can have? (Not sure if you already said something about this, I'm not exactly a coding wizard )
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Old 05-17-2003, 09:18 PM   #33
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Since I can rip animation sequences out with my tool and stitch them back together with ASk's tool, I could make an "MP" optimized GLA file, that wouldn't have a few thousand frames that are only used in SP, and would load a little bit faster for MP.

For SP, well, you could rip out the anims not used in your SP pack, and put in the new sequences et cetera.

However, for SP, you don't have the code access that we have in MP, but rumor has it that Raven speculates that you can probably use any of the animation names declared in the anims files in the source for MP and it'll work.


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Old 05-18-2003, 01:58 PM   #34
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If the animation names are actually declared in a header in the source somewhere, then we're screwed for making totally new ones for SP unless we can use leftovers.
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Old 05-18-2003, 02:24 PM   #35
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The speculation is that SPs headers are like MPs, ie, there are plenty of leftovers. The only way to know is to try.

CortoMaltes has been working in this area, if I recall.


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Old 05-19-2003, 01:15 AM   #36
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Whoah there! Very exciting news Wudan! You've increased my hope for upcoming mods for jk2!




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Old 05-19-2003, 09:00 AM   #37
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Wudan with this in the future would we be able to create new Saber Styles as one of our main problems with the DF2E Jedi knight Mod is BOC with his to sabers? sorry if the question sounds dump i dont understand this side of stuff


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Old 05-24-2003, 04:33 AM   #38
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Yawn, so my proggie is actually somewhat useful *wink*

Good job, I never thought that you would fail us on this one. Get those animations going

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Old 05-24-2003, 04:36 AM   #39
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as for the merger, I _think_ I hardcoded it for humans, because I did not want to mess with dynamic memory alloc, but changing it to work with all skeletons is a 5 minutes job, just change the arrays to pointers and add malloc/new where appropriate (after reading the bones number for instance)

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Old 05-24-2003, 11:48 AM   #40
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Yes, you hardcoded it for humans, but that was because your program was built as we were discovering new things about the GLA file. I have planned to re-write it, but it doesn't seem as high a priority as a few other things, namely, making the creation process much simpler.

I'm glad to see you post on this topic, ASk I would have never thought of writing an app before you did.

Right now I'm learning a few ins and outs of OpenGL and Win32 API.


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