02-07-2008, 12:24 AM | #1 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
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Animations FF needs
This'll be a compilation of the various animations that FF is still lacking. Anybody who wants to contribute, please do reply here. I'll edit them into the original post. Also, anybody willing to do some animating: you rock! Reply as well.
By the way, for anybody seriously looking into animating any of these, it'd be f'ing awesome to have the original XSI / 3DMax files. Decompiling the models and messing around with them is a pain in the ass.. especially since the bone structure and such do not get decompiled. Last edited by Jester; 09-17-2008 at 09:10 PM. |
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02-07-2008, 02:31 AM | #2 |
Join Date: Sep 2007
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I need Jump pad model.
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02-07-2008, 02:36 AM | #3 |
Master Pengu
Join Date: Feb 2008
Location: School- Florida Home- Northern VA
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Need an animator?
Hello, I'm currently an animation student at Ringling School of Art and Design. If you're in need of character animations, I can do that! Any other animations might take a little more time since I'm not familiar with the special effects side of it. But if you give me all the information including deadlines and specific characteristics you'd like, I can get the animations done. Given my workload already, it would be a bit more slow-going compared to my class assignments. I will do my best! Drop me a line at Cliberat@ringling.edu if you're interested or for further questions/communications. (please note that I'd need a model that's rigged to complete such animations as modelling and rigging are not my forte, plus it would take me months)
~Aven P.S. I was referred to this post by Tsukasa |
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02-07-2008, 03:15 AM | #4 |
no war but class war
Fortress Forever Staff
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Location: big bad berlin
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w00t! I'm sure the devs would love to straddle you with some work
Most of the stuff on the list falls into the category "character animations" i guess - recoil animations for a rifle in a player model's hands and the like. Animations for swimming would probably be up your alley.. i seem to remember there being a need for bunnyhop anims as well? The problem is, i have no idea what models are available in their original form. I had to decompile the medkit viewmodel to start animating, and unfortunately all the bones are lost upon decompiling - basically your left with a set of nulls and vertices weighted to them (if you're lucky). It works, but not very well nor easily. Maybe the devs have some of the orig. MAX/XSI/LW/MAYA files somewhere though..? Either way, cheers for posting! and a082 - yeah.. i wanna see it too ;D |
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02-07-2008, 03:18 AM | #5 | |
D&A Member
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Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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OH SHIT SON!
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02-07-2008, 03:43 AM | #6 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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Sending Aftershock a PM might be a better idea... god knows who does/does not have access to that mail address..
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02-07-2008, 12:04 PM | #7 |
Join Date: Mar 2007
Location: Belgium
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sexier character animations in general
edit: and weapon bobbing Last edited by MightyLotu; 02-07-2008 at 01:39 PM. |
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02-07-2008, 12:42 PM | #8 |
Master Pengu
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I'm not sure I'd be taking up a "Position", it depends on what all that entails. I work in Maya (8.5 to be specific.)
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02-07-2008, 01:36 PM | #9 |
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yeah, PM aftershok. anything anyone can do to help with animations would be fantastic - many of them suck atm and it puts lots of ppl off the game and some interfere with gameplay. i'm sure it would be greatly appreciated however much/little you wanted to help out, but shok's probably the best person to speak to about all this.
as for which animations need work, the most important ones imo are the player movement ones. atm they look rubbish and interfere with gameplay as you can't infer nearly enough from them. imo because FF is so fast, momentum conservation in the animations is the key: for example, if a player strafes to his left fast then his model's arms should be thrown out hard to his right when he initiates the strafe, and his model's body should lean hard to its left for the duration of the strafe. the faster the movement the more exagerated the animations should be. obviously the same goes for all movement directions, and when a player goes fast in the air (such as concing or bhop) his model's animations should denote his speed and air-control (e.g. legs spin at a rate proportional to his speed, and he leans sideways or sticks an arm out by an amount proportional to how much he is turning in the air), rather than just look like he is floating around with noclip on as is the case atm. i rly hope you're able to help out, and gl! |
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02-07-2008, 01:44 PM | #10 | |
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Pretty sure we all use max 8
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02-07-2008, 01:44 PM | #11 |
Join Date: Mar 2007
Location: Belgium
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there's no real deadlines either.. as long as you get the work done at some point, your help is much appreciated
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02-07-2008, 02:07 PM | #12 |
Master Pengu
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It sounds cool. I'm sure I can pick up Max fairly quickly. I've worked in Bryce (high school), Animation Master, Caligari Truespace, and Maya. I like figuring programs out. Also I sent a PM to Aftershock. Thanks for referring me. I'm new here, my friend Tsukasa "recruited" me.
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02-07-2008, 02:16 PM | #13 |
G9-
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Awsome free hookers are needed here!
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02-08-2008, 12:26 AM | #14 |
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I highly agree that the original model files would be a great help for anyone trying to play with anims.
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02-08-2008, 07:00 PM | #15 | |
Nade Whore
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02-08-2008, 07:23 PM | #16 | |
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02-09-2008, 09:59 PM | #17 | |
[AE] 0112 Ihmhi *SJB
Wiki Team
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Thanks for applying and I hope that you will be a welcome new addition to the team - we really need an animator badly.
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02-09-2008, 10:21 PM | #18 | |
Master Pengu
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02-10-2008, 05:47 PM | #20 | |
OHH! OHHH NOOO!
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