Final 0.6 and Irrlich characters animation #2

Re: Final 0.6 and Irrlich characters animation #2

Postby xapantu » 30 May 2010, 10:30

rudy85 {l Wrote}:Link to Video : http://vimeo.com/12145446

Vimeo {l Wrote}:This is a private video

:(

For your karts, I am going to try to export them.
They seem to be great !
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 30 May 2010, 16:07

Hi,

thanks for the animations!
It will probably take us some time to export all of them to the game, so please be patient :)

rudy85 {l Wrote}: I had a bad new and a good new

The bad : I 've used very low poly items to make animations rich and singular , so if you've seen the video ,
You found something disturbing : this items may hit the race from top , front or rear.
"There" , it would be important to get all the character's bones unsolid except bone "kart" to keep collisions

The good : If you could make this , you could add a New Bonus unlock-able : Big heads

I'm sorry, I don't understand
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 30 May 2010, 20:26

Sorry the link can work Now !

What a good announcement effect :cry:

I hope you understand with video Auria :|
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 31 May 2010, 01:00

Hi Rudy,

I watched all animations. Here is feedback on the main characters (characters from the game) :
* Adiumy : very good! :) his beak goes through the car's window a little bit, but that should be fixed easily
* Elephpant : winning is great. the losing animation is a little weird, but funny
* Gnu : excellent :D
* Gooey : great funny animation :) we will probably need to scale down Gooey a bit, he's too big compared to other characters, but the animation should still work.
* Hexley : good animation, much personality :)
* Mozilla : this one I don't really like. The big IE logo is quite ugly, but also in STK we want to remain apolitical; while we do praise open source product we do not wish to enter flame wars by doing "Windows-bashing"
* Mr Ice Block : very funny lose animation ^^ I'm still dubious that we want to keep Ice Block as a main game character, he doesn't fit with the others, but he could perhaps be a Nolok minion we need to fight... not sure
* Nolok : win animation is good; lose animation is a bit weird, I don't know what the green sphere is supposed to be
* Pidgin : good job :)
* Puffy : good ideas; the yellow sphere that appears around him looks a bit weird, though
* Tux : great win animation; about the lose animation, I would say the same as for Mozilla, however, we don't want to get into bashing (and actually, SuperTuxKart is mostly developed on Windows and Mac OS X, in case you didn't know ^^)
* Wilber : great ideas :)

Now the bad news :
In general, I don't know the technical abilities of irrlicht/B3D too much, however. So I have no idea how the external objects will work in that. In general, all objects animated without using bones don't have their animation exported in the B3D format. It seems that you used bones for moving stuff, generally, however, so I guess it would work out of the box. One thing I'm not sure, however, is "where" are the objects like the eraser before they appear? Does Blender have a feature to make objects appear? if so, let's hope B3D supports that.
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 01 Jun 2010, 00:04

Auria {l Wrote}:Mozilla : this one I don't really like. The big IE logo is quite ugly, but also in STK we want to remain apolitical; while we do praise open source product we do not wish to enter flame wars by doing "Windows-bashing"

Auria {l Wrote}:Tux : great win animation; about the lose animation, I would say the same as for Mozilla, however, we don't want to get into bashing (and actually, SuperTuxKart is mostly developed on Windows and Mac OS X, in case you didn't know ^^)


Please tell me some original Ideas to change them

Auria {l Wrote}:Nolok : win animation is good; lose animation is a bit weird, I don't know what the green sphere is supposed to be


It's an isolation bubble to hide is angriness

Auria {l Wrote}:Puffy : good ideas; the yellow sphere that appears around him looks a bit weird, though


A tips to hide when fishes are eating puffy in blender , the bones are reduced

Auria {l Wrote}:Now the bad news :
In general, I don't know the technical abilities of irrlicht/B3D too much, however. So I have no idea how the external objects will work in that. In general, all objects animated without using bones don't have their animation exported in the B3D format. It seems that you used bones for moving stuff, generally, however, so I guess it would work out of the box. One thing I'm not sure, however, is "where" are the objects like the eraser before they appear? Does Blender have a feature to make objects appear? if so, let's hope B3D supports that.


I have to explain how I've done (It's more easy because you ask me some questions :think: )

In facts bones depends of an architecture I made all armatures identical
The bone "Kart" is the parent of others 1, it's the one which must be solid.
This bone contains all vertices which compose the kart ( vehicule ) 2

His 2 first child are "the Steering wheel" and "the body".
"The body" contains ITEMS 3

This items 3 come from sky or from the front of characters.

This is why except Bones : "Kart" and "Body"4all others must be un-solid to avoid track collision

Bones-architecture.png
1 Bone kart is the parent

Kart-vertices.png
2 Bone Kart vertices

Items.png
3 Items

Kart-and-Body-vertices.png
4 Kart and body
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 01 Jun 2010, 00:07

I think Irrlicht can support this :think:

I hope you understand that it will be easy to grow head bones and make an unlock-able bonus :)
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 24 Jun 2010, 19:56

New animations for Mozilla and Tux


Coming next : Catapult and Frankie
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 24 Jun 2010, 20:20

A preview of "Bighead" possibilities
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 24 Jun 2010, 21:24

The filest I forgot :?
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 25 Jun 2010, 01:52

Hi,

good job with the animations :)
it's a lot of work to export them all, though xD so once the kart exporter is updated to handle the looping markers, I would gladly welcome help to export them
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 25 Jun 2010, 17:28

Not much time to help for the moment :cool:
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 05 Jul 2010, 05:50

Hi Rudy,

I had finally time to add the necessary support for the three marker types you are using (start, repeat, end for winning and losing). I've added three models so far, but got somewhat stuck with hexley (doesn't display properly in stk) - hope that auria can fix the latter.

Some comments: it is important that you define the number of frames in the timeline, otherwise only part of the actual animation will be exported. The winning animation of Elephpant is not properly looped (imho) - there is a very noticeable 'jump' in the animation. Pidgin hat some problems with the wheels - apparently you mirrored the wheels from the left to the right, which doesn't work as expected - not sure if it's a problem of having a '-1' in the scaling, or just some incorrect normales. I applied the transform, and then flipped a few normals - hope it's fine now. The modified files (adiumy, elephpant, pidgin, hexley, too - but as I have written I have some problems with that atm) are now all in the media repository (go to http://supertuxkart.svn.sourceforge.net ... unk/karts/ if you don't want to check that out).

I am not sure that I like the animations where objects suddenly appear (a swing that kick a character off the kart, mozilla spits(?) something), but let's see what the public opinion is.

Thanks a lot!
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 05 Jul 2010, 18:27

hiker {l Wrote}:Some comments: it is important that you define the number of frames in the timeline


Understood,I'll do it (I'm making a break for hollydays)

hiker {l Wrote}:Pidgin hat some problems with the wheels - apparently you mirrored the wheels from the left to the right, which doesn't work as expected - not sure if it's a problem of having a '-1' in the scaling, or just some incorrect normales. I applied the transform, and then flipped a few normals - hope it's fine now.


I don't change anything about wheels :| I hope it's fine too

hiker {l Wrote}:I am not sure that I like the animations where objects suddenly appear


I was sure about that because coding is most difficult (Do you understood how to treat Bones and armature ?)
But I made it to get a Stylistic direction to the game , to make each characters unique

I hope you will understand that it takes me many work to have this rendering

hiker {l Wrote}:(a swing that kick a character off the kart, mozilla spits(?) something

Don't understood

hiker {l Wrote}:but let's see what the public opinion is

Why don't they ?
I hope :)
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 06 Jul 2010, 00:22

Hi,
rudy85 {l Wrote}:Understood,I'll do it (I'm making a break for hollydays)

as I've said: we will add this as we convert the animations, so before you work on any of the models make sure to download the latest model from our media repository, since the problems we find will be fixed in those .blend files.

...
hiker {l Wrote}:I am not sure that I like the animations where objects suddenly appear


I was sure about that because coding is most difficult (Do you understood how to treat Bones and armature ?)
But I made it to get a Stylistic direction to the game , to make each characters unique

I hope you will understand that it takes me many work to have this rendering

Yes, I certainly understand and appreciate this! As I've said, that's my opinion, and I am happy to listen to feedback from other users.

hiker {l Wrote}:(a swing that kick a character off the kart, mozilla spits(?) something

Don't understood[/quote]
I checked it - I meant Rinky, who is hit by a wooden stump or so.

hiker {l Wrote}:but let's see what the public opinion is

Why don't they ?
I hope :)

Yes, feedback everyone please ;) We might try to do another alpha release once we have added all animations.

Cheers,
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 06 Jul 2010, 21:37

hiker {l Wrote}:Some comments: it is important that you define the number of frames in the timeline, otherwise only part of the actual animation will be exported


No I'm sorry I haven't understood :( , can you post me a screenshot of what you want ?
Hollydays are important

hiker {l Wrote}:I meant Rinky, who is hit by a wooden stump or so.

Ihave to make it better
It shocked me when I was I looked at the video last time.
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 07 Jul 2010, 00:50

rudy85 {l Wrote}:
hiker {l Wrote}:Some comments: it is important that you define the number of frames in the timeline, otherwise only part of the actual animation will be exported


No I'm sorry I haven't understood :( , can you post me a screenshot of what you want ?

If you select the 'timeline panel' (from the button that gives you the '3D view', 'Action Editor', 'UV/Image Editor' etc. select 'Timeline', a clock symbol) there is a 'start' and 'end' entry field at the button. The 'end' value must be large enough to include the last frame, since only frames up to this end frame are exported.

Cheers,
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 07 Jul 2010, 18:38

ok ,it won't be done before a month
I've change my laptop , I had to restora my backup , It will be my priority :cool:
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 08 Jul 2010, 00:16

Hi,

no hurry, we will certainly fix this for the models you have done so far. Just in case that you are starting on something new, or make additional changes.

Cheers,
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 31 Aug 2010, 18:23

What I have to do now about character animation ?
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 31 Aug 2010, 19:07

for now we mostly need help (from anyone) to export the karts from blender into B3D/STK
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 17 Sep 2010, 11:36

Please can someone go in my way :) ?
Isn't it easy to make difference between solid materials and ghosts ones ?

Vertices depending of bone kart must be solid others no,I know you can do it!

I don't have minimap icons for this models, then there is 3 kart for testing

[edit] Files removed
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 17 Sep 2010, 13:41

Rudy: I'm sorry, I don't quite understand you

By "ghost material", do you mean "transparent" or "on physics interaction"? Regarding physics interaction, the kart physics are simulated by a box, so there should be no problem.
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 17 Sep 2010, 14:05

excellent :D
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 19 Sep 2010, 20:55

Wilber

Something 's wrong, he always turn left, why ?

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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 20 Sep 2010, 02:55

rudy85 {l Wrote}:Something 's wrong, he always turn left, why ?

There is no 'straight' setting defined for the kart. You named this 'stray', and not 'straight'.

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