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Author Topic: Player Animation Setup  (Read 1784 times)
Squat
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« on: February 17, 2009, 02:43:16 PM »

As I'm trying to make different unarmed and armed walk animations, I'm realizing that I'm going to need to incorporate the motion channels and separate the legs from the body... from the face. It would help in a million ways to get a sample of this in action, including possibly the source files that were used to create it. If that's not available, perhaps a basic rundown of the process so we can get started figuring it out for ourselves. I can't get much out of the legoman, to be honest.

Also, I've yet to see a way to get control over a bone, so a player's vertical facing angle will be a real challenge to display online.
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Squat
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« Reply #1 on: March 04, 2009, 01:13:59 PM »

I just want to announce that I'm officially stuck here. I don't know what to work on and I can't get motivated to tackle any of the really confusing stuff that's wrong. First and foremost, my character is completely broken. He's small like I want, but he suffers all kinds of random issues. One, the weapon shot is originating way above my character's head, (I thought due to muzzle flash position, but that didn't help). If I look even slightly downwards while walking forwards, I start walking backwards. If I look all the way down and shoot, my bullet hits my own dumb self in the back of the head and then I start walking East and refuse any other inputs.

Given that I can't get the character moving around properly at the size I'm settled on, I can't test a jeep or anything else based on it. I want tiny NPC's aswell, but I can't activate them because the legoman dwarfs its input area. So I'm basically totally stuck and might just go back to asset creation and ditch gameplay for now until a new rev upseats the whole operation anyway.

There's something strange about the way the camera works on the players. I have my view set perfectly to the character's head and the animations are solid and working proplerly. The thing is that the direction I walk is based on the camera angle and looking down reverses direction and that's HORRIBLE! It's the same thing on the legoman, except that in that case, he doesn't walk backwards until you look 90 degrees straight down. My little guy does it if you look down about 10 degrees from horizontal. AND I get the Armed walk animation always instead of the unarmed, even before I pick up a weapon. This is because I haven't defined motion channels and don't know how to set that up.

I don't want to be stuck anymore. Has anybody understood what's happening and have a theory for me?
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Ron
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« Reply #2 on: March 04, 2009, 02:58:07 PM »

I just want to announce that I'm officially stuck here. I don't know what to work on and I can't get motivated to tackle any of the really confusing stuff that's wrong.

Its only natural to get stuck, happens to me all the time. Sometimes I have to goto something completely different to get moving again. Right now for me its changing the vehicle from joints to raycasting - something I had been dreading for months. In the end, I know it will be much more stable.

Being indie means you have to be the game designer, script writer, 3d artist, webmaster, sound designer, ai designer,.... and the list goes on and on. No easy task that not many have the skills or guts to tackle.

Also remember that everything does not have to be perfect first time around. Perfection is impossible. I can even find problems in AAA titles and arcade games. There are two racing arcade games around here (one at the store and one at a restaurant) that I often 'stare at'  Tongue - people probably think I am luny. Anyways, both of them have major problems if you really look at them. One has holes in the mesh in several places and it does not look smoothed at all. The other one has horrible looking mesh areas and the fx emits chassis to ground sparks in completely wrong areas.

One, the weapon shot is originating way above my character's head, (I thought due to muzzle flash position, but that didn't help). If I look even slightly downwards while walking forwards, I start walking backwards. If I look all the way down and shoot, my bullet hits my own dumb self in the back of the head and then I start walking East and refuse any other inputs.

Does the simple FPS example / template help? I do not see the above evident in it. Also, maybe you can adjust the .x .y and .z positions to get it exactly where you want. Finally, maybe you can adjust the fx stream to not start until a given distance.
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Merrie
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« Reply #3 on: May 10, 2009, 03:48:02 PM »

Squat you were in Vibe2K class weren't you? Did you continue with the monthly support subscription? They will help you if you are a member.
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gekido
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« Reply #4 on: May 14, 2009, 04:21:15 PM »

I've been working on a 'character pack' that provides not only a rigged 3ds max file, but also bip & fbx versions of example animations and walkthrough to explain how to get the blending setup properly for characters.

hopefully will have it ready mid-next week if all goes according to plan.
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Architex
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« Reply #5 on: May 21, 2009, 10:37:52 PM »

Hey, Gekido, whats the status of your player template thinger?  I'm anxious to use it, need it very very badly...
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zknack
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« Reply #6 on: June 02, 2009, 03:41:36 PM »

Gekido and Team,

Any progress on the mentioned tutorials on getting a custom character model in-game
and example/ walktrough info for such?

It's been a long week ;-)

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gekido
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« Reply #7 on: June 13, 2009, 02:14:28 AM »

Yeah it has been a long week.  Sigh.

Character model is setup, just have a few animations that need to be tweaked to get things finalized.   Here's a brief overview of what the character model / script is capable of (at least at this point).  All of these are going to be available as 3ds max / bip files / fbx models and are implemented in the script as of this writing.  A few other details are waiting to be implemented in the script as well, which I'll explain below.

(if you are interested, I've described these in a bit more detail as I was working on them over at www.combatspecops.com and am providing ongoing development notes as I work on additional features / functionality)

1) complete separation of lower body / upper body animations / motions.  This means that you have a single set of idle / walk / run motions for lower body and the weapon / no-weapon motions for upper body are handled seperately.

2) stand / crouch / prone animation trees, with seperate lower / upper body motions for stand / crouch poses.  prone is the simplest currently and is a full body motion for the most part.

3) look up-down / lean left-right motion blending - characters in 3rd (and first) person will point their weapons where they are looking, and can lean left / right as desired, similar to many fps type games.  Still have to tweak the camera when leaning, but the core functionality is done.

4) unique camera positions / targets when crouching / prone & standing - so as you change stances, the camera adjusts positions

5) possibility of unique camera angles on a per-weapon basis - want to force the player into first person for a specific weapon?  no problems.  force them to 3rd person for another?  no problems.  The complete set of character camera controller settings properties are available and can be overriden for each weapon and when unarmed. 

6) ladder support - full ladder support is implemented and super easy to use.  characters can optionally hide their weapons when they get onto ladders, and re-equip them when they get to the top, that type of thing (for more realistic type of games).

7) jump / fall / fall hard motions - the animations I have currently are kinda sucky, but i'm working on some improved ones.  If you fall for from too high, the character will do a dive roll landing, that type of thing.  I don't have fall damage implemented yet, but that's easy enough to add and will be done at some point.

8) flashlights - the light can be located either in the player opr or on a per-weapon basis.  the weapon-based ones are the cooler of the two, and move / animate with the weapon as it moves. 

9) droppable weapons - weapons can be picked up / dropped and remember how much ammo they had when you dropped them

10) hide / put away weapons - currently C:SO has some stealthy / splinter cell style gameplay elements, so having the ability to put your weapons away was required.  Switching / stowing weapons changes the camera controller as well, so the game can switch from the 'free look' camera view to an over the shoulder view as desired (for example).

11) dynamic DOF - the weapons script can also manipulate the depth of field filter based on what the character is looking at as well.  This is still a work in progress (as is the DoF filter itself), but it's a starting point at least and hopefully will demonstrate the fundamentals of how you can implement scripts that manipulate the filters in realtime.

12) sprite-based names - characters can have a name displayed above their head, which is useful for many types of games.  This goes for both the player character as well as any AI characters that you might have in your game.
---------------

All of these things are both optional and configurable - so you can customize how you want the character system and gameplay for your game to behave .

---------------

some things that still remain to be done:

1) grenades - throwing grenades is a multi-step animation / motion tree that requires a few unique / seperate motions.  It's on my list to do, hopefully will have it done soon (since the game needs it ;)

2) seperate motions for single handed weapons like pistols - currently the animations are pretty exclusively 2-handed weapons (rifles etc).  Hopefully once I explain how to setup the motions this would be easy enough to figure out though.

3) enabling / disabling filters on the fly (night vision / etc)

4) dynamic motions (go from running to crouching and do a power slide, dive rolls, that type of thing).  These are more game-specific though, but will be exposed in a generic fashion like all of the above is.

5) better animations / another pass - my first focus has been simply getting the core fundamentals implemented and functional.  Phase 2 is doing another pass to improve the animations themselves.  I'll more than likely continue to provide updated BIP libraries of animations for everyone as things progress though (and definitely will have updated FBX versions) for those that will be interested in updating their animations as things continue along.

-----------------

My current project is working on the AI for a project I'm finishing up, so there may be a few other character script enhancements that I'll have implemented shortly as well that are AI-specific (taunts / various other similar things), but this is very much in the preliminary stage.

Using the simple bad guy controller and the character script, I have gameplay in the works with upwards of 100 badguys active at one time running at very reasonable / framerates - so even though the character script and system are becoming more complex, feature-wise, performance is holding up nicely as well.

The AI controller and character script are also fully integrated into the traffic manager now as well, so you can use the traffic system to control / manage the spawning of enemies in your maps - which can make for some exciting / random ai behaviors.  Instead of manually placing enemies, simply let the engine handle the randomness and every single time you play the game, things will be different.

The project I'm working on as well has a seperate 'director' script that controls where the AI get spawned and can dynamically adjust spawning locations on the fly as well, so you can control where / how the gameplay flow progresses.  It's pretty cool ;}

So yeah.  lots of stuff in the works, and all of it will be in your hands very, very soon.
« Last Edit: June 14, 2009, 03:14:05 PM by gekido » Logged
Squat
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« Reply #8 on: June 13, 2009, 01:45:53 PM »

Wow, that's quite a list of improvements. I'm stoked and I can't wait. Once I get a solid system down for the characters, I can produce a real demo.
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Architex
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« Reply #9 on: July 02, 2009, 01:16:29 AM »

Thank God, you da man Gekido, keep it real
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gekido
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« Reply #10 on: July 02, 2009, 10:51:55 PM »

GameCore 2.0.5 is now out - the default character script includes all of the above and more.  Unfortunately the difficult part is figuring out what all of the properties etc do and how to set it all up in conjunction with sounds, and other objects.

With that said, our team's focus for the next while is 100% focused on documentation, examples and tutorials.   This includes content packs, additional templates, raw 3d models and animations (max files, bip animations with tutorials) and much more.

The jungle demo that i've been finishing off shows most of these effects off, and should hopefully be good at pointing out the kinds of things that the default library and gamecore are capable of.
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pixel_legolas
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« Reply #11 on: July 03, 2009, 03:58:42 AM »

*inserts drooling icon here*
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Architex
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« Reply #12 on: December 06, 2009, 02:57:53 AM »

LOL, soooooo....Where's this character pack coming out?  It's been 6 months, and I haven't moved  off my chair, been starring at the laptop, and been pressing F5 on this page for 187 days?  ( This reply is meant to be humorous.... But seriously, what's the update on the character pack/template thingy? )
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zknack
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« Reply #13 on: December 08, 2009, 04:14:04 PM »

LOL, soooooo....Where's this character pack coming out?  It's been 6 months, and I haven't moved  off my chair, been starring at the laptop, and been pressing F5 on this page for 187 days?  ( This reply is meant to be humorous.... But seriously, what's the update on the character pack/template thingy? )

Seconded.
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Architex
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« Reply #14 on: December 14, 2009, 04:28:56 AM »

lol, maybe they grabbed the money and ran, jk
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