Final 0.6 and Irrlich characters animation #2

Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 13 Jan 2010, 11:49

rudy85 {l Wrote}:Can it be possible to make it like this ? :

Yes, anything you want - they don't have to be the same, each kart can use different frames, whatever is easiest for you.

You might want to test if the file size of the exported models (just plain b3d export) is smaller if the frames are 'close' to each other, i.e. no gaps like between 151 and 200 or so (unless of course you need the frames).

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Re: Final 0.6 and Irrlich characters animation #2

Postby asciimonster » 13 Jan 2010, 16:45

hiker {l Wrote}:Yes, anything you want - they don't have to be the same, each kart can use different frames, whatever is easiest for you.

How would you define which frame is which? A cofiguration file :?

What kind of animation will be allowed? I can think of many things:
  • normal/coasting
  • standing still
  • bracing for start
  • finishing last (desillusioned)
  • finishing second (anrgy)
  • finishing first (happy)
  • turning left/right
  • turning hard left/right (with skid button pressed)
  • acceleration/decelleration
  • sudden acceleraton/decelleration
  • hit by explosion
  • flying (zero g)
  • landing hard (high g load)
  • Overtaken by other kart
  • Overtaking other kart
  • Being bumped by other kart (angry look)
  • Deploying gum/bowling ball/suction cup (hehehehe!)
What are your views on this, Joerg?

P.S. Despite my annoying questions, I am looking forward to seeing my karts move in a loop cycle as the go along. It will make them much more life-like. Combined with sound effects that alone would warrent a 0.7 release... :)
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 13 Jan 2010, 18:34

My opinion is that Mario kart don't use so much animation , and model must be really improved (Re-made so) to make difference between desillusionned and angry .

What can be easily done is when player is crossed by the right (or left) , using turning right (or left) without turning wheels

I'm making an original animation by character ( I'm working on winning )

I'm thinking about making a "posing" animation ( standing in side of kart ) for selection menu

What is possible so :
# sudden acceleraton/decelleration
# hit by explosion
#Overtaken by other kart



A lot of work in perspective :shock:
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Re: Final 0.6 and Irrlich characters animation #2

Postby xapantu » 13 Jan 2010, 18:55

I post another screenshot where the bug is more visible.

I am going to post two other screenshot because nobody have understood I said about the kart bug :)
E.g. The chuck kart with the bug :

chuck2.png


chuck1.png


Maybe it is the B3D exporter ?

[off-topic]Rudy85, I sent you an e-mail by ubuntu-fr. ;) [off-topic]
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 14 Jan 2010, 08:12

rudy85 {l Wrote}:My opinion is that Mario kart don't use so much animation , and model must be really improved (Re-made so) to make difference between desillusionned and angry .

And it takes a lot more effort on the too few artists to create that many animations. And the even worse problem: what if several animations happen at the same time (overtaking while turning left) - we can't easily combine animations (I think MK wii plays only one animation as well - e.g. if the win animation is played and you turn left, nothing happens, and sometimes I had the impression that MK just 'jumps' between animations).

For 0.7 we need to simplify things, and can add more animations later. For now we are looking for:
turn left, right, win, lose, and perhaps a pose as suggested by rudy - though I am perfectly happy to just use the steer straight pose, or perhaps from turn left to turn right and back).

Adding more can be done later. A better camera handling would be important, too.

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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 14 Jan 2010, 19:48

To Xapantu :

It would be great if you're seeking all little bugs :D ( Alone , it's difficult to find all of them )
I'm still searching too ...
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 19 Jan 2010, 23:23

What I can easy do , is :

*Growing , Reducing and so , flattened then two possibilities :
-Falling like a leaf
-Rolling flattened so , I must flat the wheels and , propose to you an animation :think:

* About burned , can you think about material animation , what's the rendering of this character ?
You have to use key 11 to export this model .

Do the textures staying enlightened or did they're changed ?
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 20 Jan 2010, 03:09

rudy85 {l Wrote}:What I can easy do , is :

*Growing , Reducing and so , flattened then two possibilities :

Those are probably things that can be easily done in irrlicht - just scale the kart in various directions. So no need to do this, if we should need this we can just do this for all karts automatically. If this shouldn't look good enough, we can look at adding more models, but for now I wouldn't waste time on that (we don't even have the specials that might use this).
...
* About burned , can you think about material animation , what's the rendering of this character ?
You have to use key 11 to export this model .

Do the textures staying enlightened or did they're changed ?

Same issue here - if we actually need a 'burned' effect, we can probably do this in irrlicht (by replacing the texture with a black one, perhaps even blending over).

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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 08 Feb 2010, 23:23

Character's winning animation 14 of them all


I'm still waiting for New Nolok and Pidgin .blend files
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 09 Feb 2010, 00:42

Thanks Rudy. I have just started working on the end of race handling (already fixed the bug that the game kind of hangs if the player is last). This will take some time, but then the animations should finally be able to be used.

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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 18 Feb 2010, 22:48

Hi Rudy,

I've just added end-race animations to stk. Unfortunately we have problems with the models (most likely due to restrictions in either the b3d exporter, or irrlicht): the two I tried are just animated completely wrong. One (elephpant iirc) prints a warning about two mesh buffer sharing one vertex, which will mess up animations, but nothing for the hexley. An example is at:
http://sunsite.informatik.rwth-aachen.d ... phpant.png (though I'll remove this in a few days).

You can easily verify this for yourself: export your model to b3d with the normal b3d exporter, and load them into the irrlicht mesh viewer (which is their example 09).

At this stage I would prefer leaving this to people with more blender experience - someone should ask the irr developers in their forum if they know what to do. There are (at least) two threads that might be related: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=36490 and http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=36520 - though I don't know enough about blender and 3d modeling to test their suggested work around of "You can fix it by unwelding your faces at the material borders". Rudy, could you perhaps try?

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

Postby rudy85 » 19 Feb 2010, 12:47

I'll send you a character with an unique material.
If I understand problem is about a mesh with multi materials , no ?

If you say yes , it's easy to change it

hiker {l Wrote}:At this stage I would prefer leaving this to people with more blender experience

:x

I thinq Gnu has an only material , I verify , I will confirm in few hours : I'm working now
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 19 Feb 2010, 14:05

rudy85 {l Wrote}:I'll send you a character with an unique material.
If I understand problem is about a mesh with multi materials , no ?

Well, I am not entirely sure myself, I think(!) that there are actually two problems (one causes a warning to be printed by the b3d irrlicht loader, the other one not). Hexley prints a warning
{l Code}: {l Select All Code}
B3dMeshLoader: Warning, different meshbuffers linking to the same vertex, this will cause problems with animated meshes

several times (simply export the model with the b3d exporter and load it in the irrlicht viewer (example 09)). Elephpant is just messed up, and no warning.

If you say yes , it's easy to change it

I don't know enough about blender to help here. Can you run the mesh viewer from irrlicht yourself (I can post it if it's not included in the normal irrlicht 1.7 distribution), otherwise I hope that Auria can help./

...
I thinq Gnu has an only material , I verify , I will confirm in few hours : I'm working now

I tried Gnu - but Gnu didn't even show up at all in the model viewer :(

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

Postby rudy85 » 19 Feb 2010, 15:21

I will searching :think:
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 19 Feb 2010, 18:20

For the moment , you can ask in urbanterror forums , they are using irrlich and certainly armature animation :think:
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 21 Feb 2010, 22:00

Yeah I think I'veunderstand the message on forum :

Bones are moving faces and vertices , but if two bones get the same vertices , it cause a bug.

I will send you a model this week It takes very much time to remake them all and it won't be easy to a new blenderer to make 3D animation.

Tell me if you understand it too , I'm not sure
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 21 Feb 2010, 22:09

I make this post a screenshot of changes please
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 22 Feb 2010, 01:57

Actually, I myself wonder if we really want to "fix" them all by hand; because such a "fix" is not only time consuming, but also makes the models harder to maintain and use. I would favor fixing the export script, or finding/making some kind of script that could automate this...
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 22 Feb 2010, 10:16

You are nice, but, I exaggerated :
look at the duration between my 2 messages, I don't really put for a long time making the modification,

so can you test this file and give myself an outline of the result
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Re: Final 0.6 and Irrlich characters animation #2

Postby hiker » 23 Feb 2010, 00:20

rudy85 {l Wrote}:so can you test this file and give myself an outline of the result

Hi,

I've tested it with the irrlicht model viewer, and it still appears broken to me. Could perhaps someone else check this, too? Note that the irrlicht mesh viewer executable is included in the irrlicht 1.7.1 distribution: just download it, and you can use it (in ~/bin/Win32-VisualStudio), so no need to compile it yourself if you are on windows.

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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 23 Feb 2010, 07:57

I'm not a windows user :(
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 23 Feb 2010, 22:35

What should we do ? Can I continue to making animations ?
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 24 Feb 2010, 01:03

hum, the animated elephant has a skeleton that spawns over several objects
I have no idea if this is supported by the B3D exporter/irrlicht

We'll need to check further I guess...
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Re: Final 0.6 and Irrlich characters animation #2

Postby Auria » 24 Feb 2010, 01:36

Rudy: after checking, it seems that the B3D exporter or irrlicht is confused when a skeleton covers two objects. I merged the elephant and the kart, and now the animations diplays fine.

Now, the decision on how we go will require some performance tests; we'll need to check if the FPS significantly drops when using more animated meshes; if we realize that more animated mesh parts means slower, we will probably choose to not animated the kart. If, on the other hand, see that animating stuff has no major performance impact, we can then animate the whole thing

to be continued...
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Re: Final 0.6 and Irrlich characters animation #2

Postby rudy85 » 24 Feb 2010, 05:13

Here it is !
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