Development > Artwork
New Soldier model test pk3 / status of animation work
Destructavator:
OK, I've spent about a whole day (had some time off) completing about two thirds of the animations for the new, more muscular soldier model. Although they aren't all done, there's enough that I can upload a PK3 for people to try out for feedback.
Keep in mind that these aren't finalized or fully approved, I'll especially be seeking feedback from vedrit and eventually Winter, but I also value feedback from others as well.
The following list has a "D" after the ones I've done, all the others still need to be worked on. (The "D" stands for "done.")
--- Code: ---// character animations
// name start end fps
death1 63 69 5 // D
dead1 69 70 1 // D
death2 107 111 5 // D
dead2 111 112 1 // D
death3 119 124 5 // D
dead3 124 125 1 // D
stand0 17 18 1 // D
walk0 7 12 10 // D
cstand0 75 76 1 // D
cwalk0 212 227 15
stand1 20 21 1 // D
walk1 23 28 10 // D
cstand1 72 73 1 // D
cwalk1 118 133 15
move_rifle 35 40 1 // D
shoot_rifle 41 43 30 // D
cmove_rifle 127 130 1 // D
cshoot_rifle 78 80 30 // D
move_biggun 35 40 1
shoot_biggun 41 43 30
cmove_biggun 72 73 1
cshoot_biggun 78 80 30
move_melee 155 155 4
shoot_melee 156 160 10
cmove_melee 181 182 10
cshoot_melee 183 187 10
stand2 45 46 1 // D
walk2 48 53 10 // D
cstand2 82 83 1 // D
cwalk2 212 227 15
move_pistol 45 46 1
shoot_pistol 55 57 30 // D
cmove_pistol 82 83 1
cshoot_pistol 85 87 30 // D
move_pistol_d 240 240 4
shoot_pistol_d 241 249 10
cmove_pistol_d 280 281 10
cshoot_pistol_d 282 290 10
move_grenade 253 253 4
shoot_grenade 254 259 10
cmove_grenade 293 294 10
cshoot_grenade 295 300 10
move_item 30 33 1 // D
shoot_item 59 61 15 // D
cmove_item 75 76 1
cshoot_item 89 91 15 // D
stand3 93 94 1 // D
walk3 132 137 10 // D
cstand3 104 105 1 // D
cwalk3 334 349 15
move_rpg 93 94 1
shoot_rpg 96 98 30 // D
cmove_rpg 104 105 1
cshoot_rpg 100 102 30 // D
stand_menu 14 15 1 // D
panic0 114 117 1 // D
stand_still 2 2 1 // D
// "*move_*" is actually an "idle" animation and has nothing to do with moving around.
// 0=items, 1=rifles, 2=pistols, 3=over shoulder or big weapon
// D=Done (new animation completed, everything else is TODO)
--- End code ---
A description of what the animation names are can be found here:
http://ufoai.ninex.info/wiki/index.php/Modelling/Character_Animation#Animation
I'm currently packaging the test PK3 and should have a link shortly. (Stay tuned.)
The newest versions are now at:
http://www.destructavator.com/92dl/ufoai/models/?M=D
Edit: I've also attached a copy in a .zip directly to this post, for those who might have issues downloading from a North American server. (IIRC this forum is on a server in the EU somewhere.)
Edit (2): I have fixed some animation issues and added a few more animations, both the link and the attachment have been updated.
Edit (3): Added some more animations, fixed some of the ones I already started, a few tweaks here and there. (Links have been updated.)
Destructavator:
Note: The texture is *temporary* and a placeholder on the mesh!
Note: Yes, there will eventually be a female version as well, I'm doing these one at a time.
Known issues:
- Some menu screens display the wrong frame - Instead of a standing still frame in some equipment screens the game might display a different frame.
- The head of each soldier sometimes bobs up and down in a funny way when walking, I'm working on a fix.
Fixed!
- Some animations are a bit too fast or slow, this is a balancing issue with settings in the .anm file I'm still working on (not really a bug, just a need for fine-tuning the script).
- I made the idle up-down breathing of each soldier subtle, the old models exaggerated it too much IMO and made them look like they were dancing, although I may have made it too subtle, as the breathing can only be noticed very close up and in high resolution.
(This is rather easy to adjust, actually.)
- Some shooting animations are a bit clunky, I'm working on it.
Mattn:
will give it a try in the evening. thanks a lot for your work
MCR:
Hey Destructavator !
I have a decapitation death for soldiers already ;D
- Somehow the heads disappear when dead soldiers are almost out of view... (see screenshots)
My comment: Great to see new animations & great to see a talented new animator working for this project !!!
Mattn:
the bounding box of a model is used for fast culling checks - make sure that the head is aligned to the world origin (the position where the tag of the model is the 0,0,0 point for the head)
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