Author Topic: [B] Combat Animation Enhancement - Fifth Release with Trailer 15/11/10  (Read 144770 times)

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Revan Shan

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #75 on: September 22, 2010, 11:09:54 AM »
Eagerly waiting for the test...

Papa Lazarou

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #76 on: September 22, 2010, 11:20:43 AM »
Yah, sorry guys. Unforseen problems with the download - want to confirm that it will actually work before I put the link back up. Might not be up till this time tomorrow now - sorry!

Animation Tutorial
A tutorial on making and implementing new animations for Mount & Blade and Warband using free software. No skill in modding or animating is required to make and implement new animations with this tutorial.

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #77 on: September 22, 2010, 12:36:24 PM »
 :shock:

- drinks coffee

FrisianDude

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #78 on: September 22, 2010, 02:40:14 PM »
Too bad about your release problems. :P  Good luck though, I'm looking forward to giving it a go.
« Last Edit: September 22, 2010, 03:15:26 PM by FrisianDude »
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. Play Vikingr!

Papa Lazarou

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #79 on: September 23, 2010, 02:14:14 AM »
LINK NOW WORKING OR YOUR MONEY BACK

Animation Tutorial
A tutorial on making and implementing new animations for Mount & Blade and Warband using free software. No skill in modding or animating is required to make and implement new animations with this tutorial.

FrisianDude

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #80 on: September 23, 2010, 10:42:16 AM »
Too bad the people in my building went past the download limit, I can't download. :lol: I'm pretty eager to try once I can download it, though. ;)
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. Play Vikingr!

Revan Shan

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #81 on: September 23, 2010, 12:16:34 PM »
Ok, I've tested it.

What I can say about it is that they fit very well to first person view, but if you are playing on 3rd person view they seem too be too short moves, specially the front one.

Outlawed

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #82 on: September 23, 2010, 06:32:04 PM »
Ok, I've tested it.

What I can say about it is that they fit very well to first person view, but if you are playing on 3rd person view they seem too be too short moves, specially the front one.

I must agree. It seems that the character's swings are too short. I think the main fix would be to add more to the swing arc and more bend to the actual body as he looks like he's merely glancing the enemy and wouldn't end up hurting them at all.

One more comment: When the char does board+sword, the shield position is sort of odd. I'm not sure how to describe it, but the shield feels too close to the body when it should probably be away form the body because the char would be trying to use his body for more mementum so shield arm would be out, as opposed to in.

2 cents.

Calodine

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #83 on: September 23, 2010, 10:26:13 PM »
So I haven't read the newer bits of the thread (Or seen the newer animations yet), but the overhead cut thing. What if it was angled? Only by a few degrees,but if the cut was angled and the wrist turned for recovery, you'd pretty much be in the normal position.
im digging it. I'd hit that hard man. In fact I'd hit that so hard i'd probably puncture something, and you'd start bleeding internally and shit, and i'd still be ******** you right up until your dead. Then I'd make a protein shake, drink that shit, have a smoke, come back and continue ******** your corpse, and i'd keep ******** it until your ghost had babies.

Papa Lazarou

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #84 on: September 24, 2010, 01:55:44 AM »
About the moves being too short:

Do you mean the cuts start too close to the opponent, or end too early, or both? Which particular cuts have the problem the most?

I think I know what you mean, but I'm not sure. I assume the problem is that the attacks end too soon, and that it's most obvious when you stand still and make isolated attacks. Do the cuts still look ineffective if you attack repeatedly?

I do think the end of the attacks is too abrupt at the moment (if you make a single attack rather than several in a row). The game actually has an animation that plays at the end of the attack if you don't make another attack afterwards. I had vague plans to use that for a recovery to the neutral position, and that might make the ending look better. Sound promising?

I must agree. It seems that the character's swings are too short. I think the main fix would be to add more to the swing arc and more bend to the actual body as he looks like he's merely glancing the enemy and wouldn't end up hurting them at all.
So there should be more body movement in the attacks? Most of my animations come out looking less committed than I designed them to be, so I would definitely consider improving this.

Quote
One more comment: When the char does board+sword, the shield position is sort of odd. I'm not sure how to describe it, but the shield feels too close to the body when it should probably be away form the body because the char would be trying to use his body for more mementum so shield arm would be out, as opposed to in.
Any attack this is particularly a problem with? And when you say out, do you mean out behind the character? The shieldarm in-game moves pretty much as it did when I performed the movement (though I didn't have a shield). I didn't feel like letting the arm out behind me, and I suspect I'd feel less like doing that if I had a weighty object attached to it. Either way of course, most real techniques wouldn't let the shield move away from the front of the body, so I probably won't be moving it much further back. Still, it's possible that the shield moves at odd angles or something. I'll think about this.

So I haven't read the newer bits of the thread (Or seen the newer animations yet), but the overhead cut thing. What if it was angled? Only by a few degrees,but if the cut was angled and the wrist turned for recovery, you'd pretty much be in the normal position.
Yes, I considered this as a fix. I'd prefer to avoid the circular recovery though, if possible, since I'd like the overhead attack to be a good option when friendlies were nearby. Also, longer swords (like bastard swords) might actually hit the ground with a circular recovery. Though I may well end up using it, depending on what people think of the current technique.

Animation Tutorial
A tutorial on making and implementing new animations for Mount & Blade and Warband using free software. No skill in modding or animating is required to make and implement new animations with this tutorial.

Knil

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #85 on: September 24, 2010, 04:15:32 AM »
Animations look great in first person but in third person the attacks don't follow through enough, it seems you are trying to make quick short slashes that don't really have any power behind it, because you are trying to transition to idle immediately after the attack.

The overhead gets pulled much too soon and the ochs has a strange angle with the elbow but is decent enough.

For the blocks, I can't stand mostly because of the use of edges to block the swings. I did like the overhead and lower block though, just the side blocks annoy me :P

All and all great work, are you using motion capture from how you are describing your animating?

Papa Lazarou

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #86 on: September 24, 2010, 04:43:43 AM »
I'm not trying to transition to idle immediately, I'm trying to transition into other attacks immediately. The lack of follow-through on isolated attacks does make them look too casual though I agree, and I'll be working on that. Also, like I said earlier, the animations tend to come out less committed than I designed them to be, so I'll probably work on that in later ones too.

For the overhead, do you mean it should stay locked out for longer, or that it should cut deeper? The trouble with cutting deeper is that it's harder on the forearm if the attack misses. But I guess if it doesn't look strange in-game, that's the main thing. I'll probably try a deeper cut and maybe recover to a low position on the next draft.

For the Ochs, what's specifically wrong with the elbow, do you think?

As for the blocks, I used the edge because my wrist feels weak using the flat, no matter how I try it (though I'm not a fencer so I might be missing something). I may change them to block with the flat if I can figure out a good technique for it. The two-handed sword animations will block with the flat in any case.

All and all great work, are you using motion capture from how you are describing your animating?
Thanks!

And I'm using poor man's motion-capture :P 
Basically I film the movement from the front and side, then take stills from that, import them into the animation program as textured rectangles, then match the character to the images to make the keyframes for the animation. It's a little time-consuming (takes about 2 hours in total to implement an attack animation), but a lot easier than doing it by eye, and I end up with movements that look pretty much like the real thing.

The tutorial in my sig details the process if you want to have a crack at it. Speaking of which I should probably update that...
« Last Edit: September 24, 2010, 05:12:14 AM by Papa Lazarou »

Animation Tutorial
A tutorial on making and implementing new animations for Mount & Blade and Warband using free software. No skill in modding or animating is required to make and implement new animations with this tutorial.

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #87 on: September 24, 2010, 06:17:06 AM »
Lol everytime I take a look at that tutorial Papa I get depressed because it keeps on hating me xD
I'll get around it someday!! xD

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #88 on: September 24, 2010, 08:46:17 AM »
This looks very interesting and, if working correctly, is sorely needed.  Great work, are you releasing this as a modder's resource?

P.S.

I would gladly help test it but only in my mod, I really don't have much time anymore to even touch native so if you decide to include the modified .py files that would be really nice!
« Last Edit: September 24, 2010, 08:52:00 AM by othr »
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Papa Lazarou

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Re: [B] Combat Animation Enhancement for Warband - First Beta Released
« Reply #89 on: September 24, 2010, 09:57:23 AM »
Yes, I'm more than happy for any modders to take my animations and use them in their own projects, as long as they say where they got them from!

To put them in your mod, I believe you can just nick the actions.txt and the skeletons.brf from my mod folder (and either use it to replace the skeletons.brf in CommonRes, or put it in your mod resource folder and add load_mod_resource = skeletons to the module.ini), no?

Lol everytime I take a look at that tutorial Papa I get depressed because it keeps on hating me xD
My tutorial loves all readers. I just made a few updates to it actually - some of my old methods were seriously dodgy.

Animation Tutorial
A tutorial on making and implementing new animations for Mount & Blade and Warband using free software. No skill in modding or animating is required to make and implement new animations with this tutorial.