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Animator Here What Can I Animate ??

Started by jm82792, May 29, 2009, 06:40:58 AM

jm82792

Basically I have some basic experience with character animation in Blender.
From my friend is telling me it's all vertex animation with Tremulous no IK,no Bones but I'd like to try anyways.
Is there a guide or simple way to start to implement attacks and such ?
I can do the animation in blender(I've put lots of time into it),
I've never done it with just transforming the verticals (I always use a full rig) but for something like this I think I could.
Since I'm not not familiar with modding games I'm not sure how to replace or change animations.
I know you have to convert it over to a certain frame by frame format but otherwise I'm somewhat lost.
If it is possible without a whole lot of effort to import animations with the current set of characters,
I could redo whatever needs to be redone keeping in mind that I can't code worth beans.

Winnie the Pooh

Creating the animation frames is quite simple.

1) Take the model you wish to animate and open it in Blender.

2) Create the first sequence in an animation sequence (the first frame of an action).

3) Save that frame/pose as a Shape Key.

4) Create the next frame/pose and save it as Shape Key #2.

Lather. Rinse. Repeat.

If you know what I mean.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

kevlarman

the models in tremulous were animated using a format that supported bones, and then exported to md3.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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|..d| #
|.@.-##
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jm82792

I see that sounds extremely simplistic.

n.o.s.brain

if your on windows, or can hax wine, gmax has md3 import/export scripts that import full md3 animations, and gmax is fully setup for q3 modeling. 

also, making a full rig with bones and such is probably easier than vertice animation...

Winnie the Pooh

Quote from: Winnie the Pooh on May 29, 2009, 06:57:48 AM
Creating the animation frames is quite simple.

1) Take the model you wish to animate and open it in Blender.

2) Create the first sequence in an animation sequence (the first frame of an action).

3) Save that frame/pose as a Shape Key.

4) Create the next frame/pose and save it as Shape Key #2.

Lather. Rinse. Repeat.

If you know what I mean.

:facepalm:

I think I've just described the md2 process.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

Lonly

#6
if your on blender, and you were going to make a frame you click i, but i don't know which type of frame, loc? rot? both?
And how do you open md3 with gmax? I have it and i don't know how.

seeeker

http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation

I followed that tutorial up to "Mixing actions with the NLA", it enough to do some nice animations (and export them to md3) =D

jm82792

#8
I would much rather make my own rig,game rigs are much more simple than the Big Buck Bunny rigs I've toyed with.
I'm going to experiment and try to pose with bones and set shape keys.
That tutorial is perfect,heck even shows you how to rig :)

Lonly

Another questions, what is in the models of the data, (model)_hand.md3

seeeker

(model)_hand.md3 is what controls the position of the gun on the screen, in first person view. It also contains reload movements, picking up gun, putting gun away. In other games I believe it would also include the hand model itself as well holding the gun and interacting with it.