Animations

Animations

Postby riidom » 27 Sep 2011, 01:09

.

gp = groundpound; fly is starting move while in air; idle is the thrust-down; hit is the impact on enemy
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gp_fly.iqm
(14.84 KiB) Downloaded 299 times
27.09.11
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gp_idle.iqm
(15.71 KiB) Downloaded 293 times
27.09.11
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gp_hit.iqm
(24.15 KiB) Downloaded 305 times
27.09.11
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for weapons like pistol, smg, and similar size
reload_small.iqm
(27.41 KiB) Downloaded 291 times
27.09.11
-

___
source file: http://dl.dropbox.com/u/20250615/RE_Player_rig.zip (updated 26.09.11)


I keep all my attachments in this post, feel free to post feedback, glitches, suggestions etc.
.
Last edited by riidom on 27 Sep 2011, 14:59, edited 2 times in total.
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Re: Animations

Postby Julius » 27 Sep 2011, 01:11

Hmm, would it be possible to have those also integrated into the main blend file?

iqms are nice, but at some point someone might want to try to improve or alter the animations.
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Re: Animations

Postby riidom » 27 Sep 2011, 01:44

.blend file added.
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Re: Animations

Postby Ulukai » 27 Sep 2011, 09:00

That's fast Riidom, I'm itching to try them out. Can I do that with RE stable v1.1?
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Re: Animations

Postby riidom » 27 Sep 2011, 13:14

I dont know much about getting animations ingame, actually. Only way I could think of, is to rename an existing anim, give the new one the name of the other one and place it in data/models/actors/player. You have to adjust the speed of the anim in the config-file probably too (http://sauerbraten.org/docs/models.html#md5anim)
If you try out, let me know if it works, as there are options in the exporter that I don't know very well (in case someone knows: "De-rigify" - check or not?).
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Re: Animations

Postby Ulukai » 27 Sep 2011, 14:21

Other way to test would be in blender? Or uploading a video would be handy for more people to take a quick look :)
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Re: Animations

Postby Julius » 27 Sep 2011, 14:35

riidom {l Wrote}:(in case someone knows: "De-rigify" - check or not?).


Yes needs to be checked. And you need to select the rig and mesh you want to export before using the exporter.

There is a lack of documentation regarding that, so I was struggling just like you while doing the "TeamFortress" model a few weeks ago.
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Re: Animations

Postby riidom » 27 Sep 2011, 15:05

ok, thanks for the hint, I redid and updated all exports
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Re: Animations

Postby Ulukai » 27 Sep 2011, 21:32

Tried to load it into blender, but it's totally new for me and I have no idea to even play the animation in this chaos that the Blender interface is :D
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Re: Animations

Postby riidom » 30 Sep 2011, 11:11

Ulukai {l Wrote}:Other way to test would be in blender? Or uploading a video would be handy for more people to take a quick look :)


Testing in blender is not really necessary, I was more thinking about RE while writing that.
And for the videos, I never did before, but I guess it shouldn't be that hard to do.

P.S.
Greenshot_2011-09-30_11-43-22.jpg

As I read about people playing around in blender, I thought I provide that screenshot that maybe helps setting stuff up so one can watch the anims.
First, switch the windows layout to "animation" - on top of screen. Then look for the icons in blue frames, these indicate window types, and these ones we need to watch animations. DopeSheet (upperleft one) has 3 subtypes, we want Action Editor here.
With dragging MMB on the menu/icon bar of each window you can move it left/right. Ignore the stuff in the action editor, for selecting an action/animation, click where the pointer shows at.
Then, check if start/end is set properly (for a 10 frame anim you dont need to wait until the default 250 setting is passed).
Alt-A start/stop (ESC stops too)
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Re: Animations

Postby Ulukai » 04 Oct 2011, 21:22

I have seen the animation in Blender and it looks good at first sight. Hopefully it will be included in the next release so we can all see it in action and provide better feedback. Also, what's planned for the bigger guns?
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Re: Animations

Postby riidom » 05 Oct 2011, 01:19

Absolutely nothing special planned for the bigger guns, a different hand movement with a slightly bigger radius, basically - I will come back to that soon.
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Re: Animations

Postby LuckyStrike-Rx » 15 Oct 2011, 00:05

To add animation in game you have to add them in the iqm.cfg here redeclipse\data\models\actors\player
Here I added the reload_small. But I can't commit it cause it looks a bit odd.
The end of the anim have alot of frame where gun is pointing upward, and the head make a odd movement.
You have to define the end of the anim in blender by setting the endframe, and deleting useless frames that are at the end of the anim (ex:where feet move for small_reload)

I allready made a reload for pistol that can be used for small guns, but a rifle gun idle and reload anim would be interesting

Unfortunately there is no tag done to animate the groundpound, But you may ask quin to make one (it's what i have done for powerslide)

{l Code}: {l Select All Code}
iqmload "RE_Player_rig.iqm"

exec "models/actors/player/ragdoll.cfg"

iqmtag hand.R tag_weapon 0.1 -0.9 0.1 -90 0 -90
iqmtag ribs tag_bjet 0 0.4 2
iqmtag shin.L.02 tag_ljet 0 -1.6 1.6
iqmtag shin.R.02 tag_rjet 0 -1.6 1.6
iqmtag head tag_head 0 -0.65 0.5
iqmtag spine tag_torso 0 -1.7 -0.5
iqmtag hips tag_waist 0 1 2

if 1 [
iqmpitchtarget ribs "idle.iqm" 0
iqmpitchcorrect spine ribs 0.3
iqmpitchcorrect ribs ribs 0.3
iqmpitchcorrect upper_arm.L.01 ribs 0.2
iqmpitchcorrect upper_arm.R.01 ribs 0.2
iqmpitchcorrect forearm.L.01 ribs 0.2 0 45
iqmpitchcorrect forearm.R.01 ribs 0.2 0 45

iqmpitchcorrect neck ribs 0.5 -15 15
iqmpitchcorrect head ribs 0.5 -15 15
]

if 0 [
iqmpitch spine 0.4 0 -30 30
iqmpitch ribs 0.3 0 -30 30
iqmpitch head 0.5 0 -10 10
iqmpitch upper_arm.R.01 0.3 0 -30 30
iqmpitch upper_arm.L.01 0.3 0 -30 30
]

iqmanim "mapmodel" "idle.iqm" 10
iqmanim "idle" "idle.iqm" 10
iqmanim "sink" "sink.iqm" 20
iqmanim "swim" "swim.iqm" 20
iqmanim "dying" "dying.iqm" 21
iqmanim "dead" "dead.iqm"
iqmanim "forward" "walk_forward.iqm" 30
iqmanim "backward" "walk_backward.iqm" 30
iqmanim "left" "walk_left.iqm" 35
iqmanim "right" "walk_right.iqm" 35
iqmanim "impulse forward" "runcycle0.iqm" 40
iqmanim "impulse backward" "runbackward0.iqm" 40
iqmanim "impulse left" "runstepleft0.iqm" 45
iqmanim "impulse right" "runstepright0.iqm" 45
iqmanim "jump forward" "jump0_forward.iqm" 50
iqmanim "jump backward" "jump0_backward.iqm" 50
iqmanim "jump left" "jump0_left.iqm" 50
iqmanim "jump right" "jump0_right.iqm" 50
iqmanim "jump" "jump0_up.iqm" 50
iqmanim "crouch jump forward" "crouch_jump_forward.iqm" 50
iqmanim "crouch jump backward" "crouch_jump_backward.iqm" 50
iqmanim "crouch jump left" "crouch_jump_left.iqm" 50
iqmanim "crouch jump right" "crouch_jump_right.iqm" 50
iqmanim "crouch jump" "crouch_jump_up.iqm" 50
iqmanim "dash forward" "dash_forward.iqm"
iqmanim "dash backward" "dash_backward.iqm"
iqmanim "dash left" "dash_left.iqm"
iqmanim "dash right" "dash_right.iqm"
iqmanim "dash up" "dash_up.iqm"
iqmanim "wall run left" "wall_run_left.iqm" 40
iqmanim "wall run right" "wall_run_right.iqm" 40
iqmanim "wall jump|fly kick" "wall_jump1.iqm" 20
iqmanim "power slide" "powerslide_forward.iqm" 30
iqmanim "hover forward" "jet_forward.iqm"
iqmanim "hover backward" "jet_backward.iqm"
iqmanim "hover left" "jet_left.iqm"
iqmanim "hover right" "jet_right.iqm"
iqmanim "hover up" "jet_up.iqm"
iqmanim "crawl forward" "crouch_forward.iqm" 30
iqmanim "crawl backward" "crouch_backward.iqm" 30
iqmanim "crawl left" "crouch_left.iqm" 40
iqmanim "crawl right" "crouch_right.iqm" 40
iqmanim "crouch" "crouch.iqm" 10

iqmanimpart ribs //"shoulder.R shoulder.L"
iqmanim "pain" "pain.iqm"
iqmanim "idle" "idle.iqm"
iqmanim "sink" "sink.iqm" 20 -1
iqmanim "swim" "swim.iqm" 20 -1
iqmanim "dying" "dying.iqm" 21
iqmanim "dead" "dead.iqm"
iqmadjust ribs 0 15 0
iqmanim "pistol primary|rocket primary|shotgun primary|smg primary|flamer primary|plasma primary|rifle primary|grenade primary" "gun_fire.iqm" 20
iqmanim "pistol secondary|rocket secondary|shotgun secondary|smg secondary|flamer secondary|plasma secondary|rifle secondary|grenade secondary" "gun_fire.iqm" 20
iqmanim "pistol|rocket|shotgun|smg|flamer|plasma|rifle|grenade|switch|use|jam" "gun_pose1.iqm" //"gun_pose_default.iqm"
iqmanim "pistol reload" "reload_pistol.iqm" 20
//here is your reload
iqmanim "rocket reload|shotgun reload|smg reload|flamer reload|plasma reload|rifle reload|grenade reload|" "reload_small.iqm" 20
iqmanim "sword|melee" "sword_idle.iqm"
iqmadjust ribs
iqmanim "sword primary" "sword_primary.iqm" 30
iqmanim "sword secondary" "sword_secondary.iqm" 24
iqmanim "melee primary" "punch.iqm" 20
iqmanim "melee secondary" "punch.iqm" 20 //"gun_pose_default.iqm"

iqmskin * "<dds>diffuse.png" "<dds>mask.png" 1.0 0.7
iqmbumpmap * "<dds>norm.png"
iqmenvmap * "<mad:0.6/0.5/0.4>skyboxes/clouds"
iqmambient * 25
iqmglare * 0.5 1
iqmmaterial * 1 2

mdlscale 365
mdlyaw -90

Image
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Re: Animations

Postby riidom » 15 Oct 2011, 01:19

Ok that sounds very helpful, just a few questions:

With "setting endframe" you mean in Timeline Window, the start/end settings?

And, I noticed the already existing animations have at frame 1 a keyframe for every bone. I considered that as a question of personal style and avoided it, because it keeps my list way shorter that way. Not sure if that is necessary or not.

And, the thing that bugs me most, is that I can't properly check my animations ingame. Just F9 and watching me from behind isnt enough, and waiting ages until a bot makes out of random the anim infront of me is also no good solution. What I can do, is to export them with player mesh together and then rename to mrfixit.iqm and watch in eihruls iqm demo exe. There I can see it from side at least.
If you have any other ideas regarding that, that would be awesome :)

I have a fixed pistol reload here, just didnt put it in forum yet. I will skip it then, and continue making little adjustments to the existing anims then. I think the player looks a bit stiff in the hips sometimes. Regarding the rifle, these two are important for sure, but I have the feeling we lack an aim-animation? Or do I just not notice it... but it would be good for sure to see if someone aims or not :)

Thanks for the info so far.
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Re: Animations

Postby qreeves » 15 Oct 2011, 03:26

{l Code}: {l Select All Code}
/animoverride N

Where N is the animation index you want to test. All player models in the game will repeat the selected animation so you can see what it looks like.
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Re: Animations

Postby LuckyStrike-Rx » 15 Oct 2011, 16:07

riidom {l Wrote}:With "setting endframe" you mean in Timeline Window, the start/end settings?

Yes
riidom {l Wrote}:And, I noticed the already existing animations have at frame 1 a keyframe for every bone. I considered that as a question of personal style and avoided it, because it keeps my list way shorter that way. Not sure if that is necessary or not.

I don't know :) Should ask eihrul, I do it cause all are done like this, just to make sure.

Unfortunately there is no tag for a Rifle Scope animation neither.
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Re: Animations

Postby riidom » 27 Sep 2012, 02:05

slow but sure loosing the faith someone is interested, but just in case it got somehow "overlooked" in irc..
aim_rifle.iqm
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Re: Animations

Postby qreeves » 27 Sep 2012, 02:33

If you want me to see anything on IRC, you need to put my nick at the front of the message. Eg: quin, I have X for you, please look at it at Y

This way, if I'm not around (quite likely if your timezone doesn't align with Australian daytime/evening at all), I will still see it in my backlog. Otherwise, yes, posting here on the forums is the best way for me to notice.
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Re: Animations

Postby greaserpirate » 27 Sep 2012, 22:55

riidom {l Wrote}:slow but sure loosing the faith someone is interested, but just in case it got somehow "overlooked" in irc..
aim_rifle.iqm


Sweet! so how do you use this?

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Re: Animations

Postby qreeves » 28 Sep 2012, 01:29

RE doesn't support an aim animation yet. I won't be able to implement this in SVN until I'm ready to break protocol compatibility.
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