Author Topic: Player Animation Frames  (Read 4092 times)

jitspoe

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Player Animation Frames
« on: July 01, 2005, 08:25:28 PM »
Just for reference when we get to the animation stage.  Each frame is 10ms:

Stand: 40 frames
Run: 6 frames
Attack: 8 frames
Pain (unused, but the frames need to be there): 12 frames
Jump (looks like just the landing is animated): 6 frames
taunt1: 12
salute: 11
taunt2: 17
wave: 11
point: 12
crouch: 19
crouch walk: 6
crouch attack: 9
crouch pain (unused): 4
crouch death: 5
death1: 6
death2: 6
death3: 8

loial21

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Re: Player Animation Frames
« Reply #1 on: July 02, 2005, 10:51:53 PM »
lean? :(

Termin8oR

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Re: Player Animation Frames
« Reply #2 on: July 03, 2005, 11:33:51 AM »
Yes a key for your player to lean out and suprise the enemy! :D
Its a great idea but would be hard for the player modeling?

-Termin8oR

jitspoe

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Re: Player Animation Frames
« Reply #3 on: July 03, 2005, 09:21:00 PM »
We're just doing standard q2 animations right now, for simplicity and compatibility.

Eiii

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Re: Player Animation Frames
« Reply #4 on: July 04, 2005, 11:17:58 AM »
Switch up the wave animations, and make them more obvious.

(Hey! Another hotel w/ internet!)

Termin8oR

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Re: Player Animation Frames
« Reply #5 on: July 04, 2005, 05:44:48 PM »
Hehe. Sticking to quake2 is a great idea but i was just hopeing for DP to sprout a new kinda leaf! just with cool leans and what not! but thats ok too.

-Termin8oR

loial21

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Re: Player Animation Frames
« Reply #6 on: July 04, 2005, 09:14:46 PM »
You mentioned your not going to make this q2 backwards compatable? Sighs new questions.

EII by the gods a decent post. :) Be careful those wireless hotels are being hit hard.

S8NSSON

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Re: Player Animation Frames
« Reply #7 on: July 05, 2005, 06:36:41 AM »
Jitspoe.
I am turning the model over to Rob today so he is going to need the skeletal layout of the bones.

This means that the uvwunwrap will be locked forever. No more shifting UVs around to compensate for stretched textures. I hope we are sure we are done. That might not be altogether true...after Rob finishes the boning we could possibly go back and affect the UVs...i'm not sure about that...best to just pretend that we can't though.

jitspoe

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Re: Player Animation Frames
« Reply #8 on: July 05, 2005, 12:42:40 PM »
I did run into some stretching/distortion with the current UV map, but at this point, I think we just need to move along.  There's not enough time left for lots of tweaking.  Perhaps we'll go back and redo it later.

S8NSSON

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Re: Player Animation Frames
« Reply #9 on: July 05, 2005, 01:46:27 PM »
skeletal layout?

S8NSSON

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Re: Player Animation Frames
« Reply #10 on: July 05, 2005, 08:17:52 PM »
stretching and distortion in the clothing (shirt & pants) is virtually unavoidable and acceptable to a certain degree because clothing does stretch. But stuff like the mask, shoes, lens, gloves don't really stretch so much.

Rob MUST have a skeletal layout...what bones where.
I have released the model to him, but he can do nothing till he knows what to make.

Also...Rob is 100% confident he can bone the model.
He is fairly confident he can animate it also, but he is not confident he can complete the animations to satisfactory standards in the time remaining till dpcon.

jitspoe

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Re: Player Animation Frames
« Reply #11 on: July 05, 2005, 08:37:34 PM »
The bones just need to be done in a minimal yet sufficient manner.  In other words, make it look good with the fewest bones possible.  I would just do one bone per major body part, like one bone for the upper arm, one bone for the lower arm, one bone for the hand (we'll probably need to reshape the fingers to be holding the gun), etc.  The more bones there are, the slower the transformations will be, obviously. The exact layout doesn't really matter so long as it looks right.

One thing I will need, though, is a bone to specify where the gun should be attached.  I'll probably just use the one on the hand, but I might need a special one that's offset a little or something.