Dev Blog 15/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_66_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Animations are a big part of video games, apart from the obvious reason (a totally still game wouldn’t be much fun, would it?), because they actually have a deep impact on gameplay. If animating a movie is hard work, just imagine animating something that will change and evolve depending on players’ input! Animations give you the visual cues you need to react to what’s happening on screen, especially in combat, so they need to feel natural and realistic. But at the same time, as a player you want to retain control over what’s going on, so animations need to be short and always keep the ability to change on the fly. Then you’ve got all the technical challenges related to motion capture – and that’s not counting animating animals such as dogs or birds, where MoCap is out of the question. This week we talk with one of our character animators, Abdullah Nakipoglu, who will give us a sneak peek at the complex process of animating characters in Mount & Blade II: Bannerlord.</p</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/86
 
This looks hecking cool


Did you guys ever had this kind of stuff happen through your development? If so do you have any of that recorded or can share a lil story with us?
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Ki-Ok Khan said:
The fall looks way too dramatic also feels floaty(is this a word?)
 
And small children running through the streets? we'll see? they're good companion animals.  :iamamoron:
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I think this animation is the result of a bad night at the tavern. It seems that the guy is vomiting and his buddy telling him a typical "I told you that "posca" is too strong".
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“There are some innovations in our game engine that definitely makes our workflow easier and will surely be liked by modders. The engine allows us to add multiple models and skeletons to the scene at the same time and check the animations in a new model viewer window. When we make changes to the source file of the animation, these changes are also updated in the engine simultaneously. It is also possible to observe the speed of the animation, the skeleton that the animation is connected to, or to create our own scene by adding static objects in this window if we want.

In the process of preparing an animation, we use Motion Builder to prepare motion captures. In addition to that, we use 3ds Max and Maya. We use the common .FBX extension to add animations to the game, so I think that modders will not run into any problems.”


Thanks, Abdullah, for your answer - running more than one animation at the same time in the Model/Animation Viewer looks awesome. I hope it also supports some of OpenBRF's shortcuts such as copy and pasting skinning from a rigged armour to an unrigged armour. I know that's not the professional way, but modding's a hobby for amateurs.

I loved your animal animations and hope we can have a dog companion in Bannerlord like Viking Conquest.  :grin:

anim_dungeon_prisoner_idle_leaning_wall_b_cycle looks great and suggests that Bannerlord will include a vast number of animations. Does the animation filter just access animations of a certain type or resource folder?
 
Please add Rome Total War style war dogs in Bannerlord, it'd be my dream watching the enemy forces being eaten by savage dogs!  heck I would even give all my Butter for this... And maybe Dhirim too!
 
RKStranger said:
Good blog! BTW, there should be some companies selling motion data right? Why not just purchase them for a better realistic graphic representation and this avoids duplicated works by different studios. For example, why not purchase horse motion data from rockstar? I am not familiar with the game industry so correct me if I am wrong.

Why would a company as big as R* sell their assets for a reasonable price? As far as I'm aware they're not B2B.
 
Terco_Viejo said:
And small children running through the streets? we'll see? they're good companion animals.  :iamamoron:
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I think this animation is the result of a bad night at the tavern. It seems that the guy is vomiting and his buddy telling him a typical "I told you that "posca" is too strong".
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Not sure if there will be children in Bannerlord lol.
it would be a bit weird
 
FBohler said:
RKStranger said:
Good blog! BTW, there should be some companies selling motion data right? Why not just purchase them for a better realistic graphic representation and this avoids duplicated works by different studios. For example, why not purchase horse motion data from rockstar? I am not familiar with the game industry so correct me if I am wrong.

Why would a company as big as R* sell their assets for a reasonable price? As far as I'm aware they're not B2B.


haha never. Their Red dead redemption is said having the best horse physics in the market, never would they give that away.
 
Rackie said:
Referans said:
Can we have the dog as pet ?

WARDOGS



i doubt that we will have war dogs, but it would be cool
That would be flippin' amazing. I imagine that the Battannians primarily would be the ones to have access to them since it would fit with their "wild" theme.
Rackie said:
Terco_Viejo said:
And small children running through the streets? we'll see? they're good companion animals.  :iamamoron:
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I think this animation is the result of a bad night at the tavern. It seems that the guy is vomiting and his buddy telling him a typical "I told you that "posca" is too strong".
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Not sure if there will be children in Bannerlord lol.
it would be a bit weird
Callum has said that children will be in the game.
 
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everything nice but this guy gets thrown off the horse 1 second after he gets hit
 
FBohler said:
RKStranger said:
Good blog! BTW, there should be some companies selling motion data right? Why not just purchase them for a better realistic graphic representation and this avoids duplicated works by different studios. For example, why not purchase horse motion data from rockstar? I am not familiar with the game industry so correct me if I am wrong.

Why would a company as big as R* sell their assets for a reasonable price? As far as I'm aware they're not B2B.

As I said, I have no idea about the gaming industry. You did make a point that it probably wouldn't worth it selling those data considering the profit and potential competitors to themselves. However, if this is the general case in the gaming industry that studios are doing duplicated things all along without cooperation and sharing their techniques and data, this makes me wonder it is a really competitive industry that everyone is trying their best to eat a portion of the market instead of expanding the whole.
 
Oswald III said:
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everything nice but this guy gets thrown off the horse 1 second after he gets hit

There is a tiny split second lag, which is only natural as the falling off horse animation only runs after being called by a trigger responding to the hit (i.e. afterwards) - this is not a cut scene. It's only obvious because of the viewing angle. I doubt we will notice this in the heat of battle when there's no time for idle spectating.
 
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