OSP Animations Animations for the community - Shield bash animation released!

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Spear bracing and a better falling down would be amazing.  I made a spear bracing one once, but I had trouble lining up the spear. 
 
A fix for the 2-h, 2h polearm, and 2h polearm horseback animations so the hands actually grip the weapon would be nice. Also, a bunch of noncombat animations would be awesome. I'd really like to see various sitting animations.
 
I read 'sitting' with an h. :lol: Other than that, the 2hand polearm animations for on horses sound good. (Is it possible to make animations for using actual two-handed weapons on horse? Like a great sword I mean, not the same as 2h polearms. It just looks silly that they stretch with that sword so far as if it's a single handed weapon.
 
I've filmed two references already - one for a standing version and one for a crouching version. Both of mine have the butt of the pike under the right foot. Anyone know if this is right or wrong?

Should be straight-forward to reanimate if everyone hates it anyway  :razz:

Thanks for posting the screenshot from WFaS by the way. I think Warband mods could use that animation (laws permitting). Still making mine though.
 
Papa Lazarou said:
Thanks for posting the screenshot from WFaS by the way. I think Warband mods could use that animation (laws permitting). Still making mine though.
I wish. But they cant, actually. Laws infact do not permit it :wink:

How does the standing animation look like with the butt of the pike under the right foot? Sounds kind of awkward.
 
Any way someone could make a new musket reloading animation? Something like an assult rifle reload from Halo or Call of Duty. Same for a pistol anim.

Just a more new age animation for gun reloading. :grin:
 
Comrade Temuzu said:
How does the standing animation look like with the butt of the pike under the right foot? Sounds kind of awkward.
You'll see in the next 24 hours - I've pretty much finished a frist draft of the standing version.

Specialist said:
Any way someone could make a new musket reloading animation? Something like an assult rifle reload from Halo or Call of Duty. Same for a pistol anim.

Just a more new age animation for gun reloading. :grin:
I filmed a bunch of references yesterday, on the off chance that I'd animate from them. They included a shooting stance and a reload for a generic assault rifle and pistol.
 
Pike-bracing animation - First draft

Video: http://www.youtube.com/watch?v=klw_ydLOvFY

Images:
mbwarband20110625140158.png
mbwarband20110625140210.png
mbwarband20110625140148.png

I'll be tweaking it so that the pike fits nicely under the foot. The character's a bit more bent over than I'd like, but that can't be helped since the right hand must be on the haft. I have also made frames for the character to return to the starting position, which I'll include in the eventual upload.

This version is best for shorter polearms. I plan to make a crouching version, with the weapon will be held at a shallower angle, which should suit longer polearms.
 
Thanks guys, glad you like it.

Mandible said:
Looking good! Can you code the AI to use a shallow or steeper animation depending on whether they're using a longer or shorter polearm?
Maybe - not a coder myself.

gaham1 said:
Can you make an animation for reloading a musket with about 10 second time for the ramrod part?
There are already at least two animations for reloading muskets (one in Native and one in Mount & Musket). It would be pretty easy to extend the ramrod part of the animation (see below for an explanation). I'll leave this to others, since you just need to edit a few text files.

Basically, in the animation SMD files, every frame of animation has a time value. The time value of a frame determines its position in the animation. So if you had an SMD with frames whose time values were 0, 45 and 90, the blending between the "0" frame and the "45" frame will take the same amount of time as the blending between the "45" frame and the "90" frame. If you changed the 45 to 30, leaving you with the time values 0, 30 and 90, the blending between 0 and 30 would take half as long as the blending between 30 and 90.

So, by fiddling with the time values in an animation SMD file, you can lengthen and shorten different parts of the animation. You can also change the total duration of the animation in the actions.txt file.
 
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