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Re: new human animations
Posted: Tue Jul 31, 2012 12:05 pm UTC
by JOURNEYMAN
You can indeed run with the weapon shouldered. However, when not firing the weapon, it's natural to have it at waist level when running. Also, it's difficult to aim while running. Is it possible to have two different running animations? One with weapon shouldered and other one with weapon at waist level? May be move weapon to shoulder while running when firing the weapon?
Re: new human animations
Posted: Tue Jul 31, 2012 12:50 pm UTC
by ViruS
JOURNEYMAN wrote:You can indeed run with the weapon shouldered. However, when not firing the weapon, it's natural to have it at waist level when running. Also, it's difficult to aim while running. Is it possible to have two different running animations? One with weapon shouldered and other one with weapon at waist level? May be move weapon to shoulder while running when firing the weapon?
Agreed, but it will look a bit dodgy when using guns like MD if you're not holding down the button. A lot of people don't use zoom and fire constantly, so i think the animation would have to be a constant shoulder type otherwise they'd be constantly switching animations mid-battle.
Re: new human animations
Posted: Tue Jul 31, 2012 1:34 pm UTC
by gavlig
Well, on my side it's not very hard to add one more animation, but i don't know about the technical part of the question. cast `Ishq here :)
Re: new human animations
Posted: Tue Jul 31, 2012 1:47 pm UTC
by JOURNEYMAN
When you are in combat situation, the weapon should be constantly at shoulder; regardless of whether you are running or not. If switching animations in the middle of combat is a problem, there could be a timer for the weapon to be at shoulder position. If you continue firing within that time, the animation is fixed with the weapon at shoulder; when you stop firing, you still have the weapon at shoulder position until the timer is up, then the weapon is moved back to waist level.
Re: new human animations
Posted: Tue Jul 31, 2012 4:45 pm UTC
by JBiscuitz
JOURNEYMAN wrote:When you are in combat situation, the weapon should be constantly at shoulder; regardless of whether you are running or not. If switching animations in the middle of combat is a problem, there could be a timer for the weapon to be at shoulder position. If you continue firing within that time, the animation is fixed with the weapon at shoulder; when you stop firing, you still have the weapon at shoulder position until the timer is up, then the weapon is moved back to waist level.
This makes sense. Rest position to firing position should be instant. thumb up
Re: new human animations
Posted: Wed Aug 01, 2012 12:16 pm UTC
by gavlig
not an animation, but still looking good - fully equipped human surrounded by new turrets http://imgur.com/TZNCy,d6iVO
Re: new human animations
Posted: Thu Aug 02, 2012 10:23 am UTC
by Dandoombuggy
Looking badass. Is that tearing underneath his arm or just a bit of texture stretching?
Re: new human animations
Posted: Thu Aug 02, 2012 10:54 am UTC
by gavlig
Can't say now, i've broken animations again and can't export them at the moment, so there is no way i can check it again, sorry.
Re: new human animations
Posted: Sun Aug 05, 2012 3:29 am UTC
by velociostrich
gavlig wrote:Can't say now, i've broken animations again and can't export them at the moment, so there is no way i can check it again, sorry.
I started to look at the .blend as per your request (via `Ishq) and I can't really see anything terribly wrong, except I do see that a lot of your IK control bones for the eyes and hands have corresponding vertex groups, and some of which actually have weights. I would go through and delete those to start. Also, I see that you have the IK control bones and the actual rig bones on layer 5; you should move the IK bones off of that layer. Oh, and one other thing: I see that the eyelid bones (and likely others) have subdivisions; this is a feature not supported by MD5, so I don't know how that affects the export.
EDIT: Also, you're using bone envelopes on several of the armature modifiers, which is also not supported by MD5 and is likely causing trouble.
Re: new human animations
Posted: Mon Aug 06, 2012 7:44 am UTC
by jm82792
I feel for you guys. I spent like 2 hours ripping my hair getting the turret to correctly export. I in the end have concluded what is standard for Blender will not easily work for exportation to the engine; without some finagling, force, and frustration.
However, once things are clarified, and we know what not to do then perhaps things will have far less surprises and mysteries.