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I am just excited and currently have momentum (as well as a little time). I know me, if that momentum drops it could be NEVER before it picks up again. I'm just trying not to drop the ball. Unfortunately that means bugging you for more work.
I'm !assuming! I could export frames to MDL now and import multiple frames into QMe Quake 3d model editor right into the player.mdl(Qung Fu model.)
Though I have not tested this assumption yet.
There were quite a few other MOCAP moves on the site bluntz provided and...
blunts sorry I kind of ignored your suggestion about this earlier but I was thinking "MOCAP animation and Quake 1 player models? Yeah right that's like taking go carts and putting Ferrari engines from red Ferrari'es"
Then
Ihad alook at your previous mention and noticed the BVH file format which blender can import... I was also kind of about to work on the model's animation so I figured "Why not"... then once the nicely imported simple skeleton was parented with the mesh I animated it and it worked 100% better then I had thought! Very cool stuff!
I've also heard of people making their own MOCAP data from an XBOX Kinect(Which I have) and even from web cams! This would make animations so simple! I didn't touch a single frame in this animation. All the positions were provided by the MOCAP file. I did 2% of the work. I didn't even have to create the skeleton, just adjust a bit and parent objects! Wonderful!
MadGypsy has been on my case with more animations and I haven't even looked through the whole list in your link!
tytytytyty!
Is it wrong of me to want to see the quake guy do YMCA ?
I'm !assuming! I could export frames to MDL now and import multiple frames into QMe Quake 3d model editor right into the player.mdl(Qung Fu model.)
Though I have not tested this assumption yet.
There were quite a few other MOCAP moves on the site bluntz provided and...
blunts sorry I kind of ignored your suggestion about this earlier but I was thinking "MOCAP animation and Quake 1 player models? Yeah right that's like taking go carts and putting Ferrari engines from red Ferrari'es"
Then
Ihad alook at your previous mention and noticed the BVH file format which blender can import... I was also kind of about to work on the model's animation so I figured "Why not"... then once the nicely imported simple skeleton was parented with the mesh I animated it and it worked 100% better then I had thought! Very cool stuff!
I've also heard of people making their own MOCAP data from an XBOX Kinect(Which I have) and even from web cams! This would make animations so simple! I didn't touch a single frame in this animation. All the positions were provided by the MOCAP file. I did 2% of the work. I didn't even have to create the skeleton, just adjust a bit and parent objects! Wonderful!
MadGypsy has been on my case with more animations and I haven't even looked through the whole list in your link!
tytytytyty!
Schweeeet. theres at least 4 more animations for Mad ,2 kicks and hi and low block not counting the stand and rest poses, add those to your pose lib and stretch them out or titen them up on the timeline to speed up the animations or slow them down in the editor.
You need to find bvhacker 1.7 to reduce the fps on some of these files.
some are recorded at 120 fps but you want them around 14 or less.
Maybe it time to recruit some betas...
The first round of tryouts did not go so well,
[ame]http://www.youtube.com/watch?v=Wnjb8Hx76u8[/ame]
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Schweeeet. theres at least 4 more animations for Mad ,2 kicks and hi and low block not counting the stand and rest poses, add those to your pose lib and stretch them out or titen them up on the timeline to speed up the animations or slow them down in the editor.
You need to find bvhacker 1.7 to reduce the fps on some of these files.
some are recorded at 120 fps but you want them around 14 or less.
Maybe it time to recruit some betas...
The first round of tryouts did not go so well, The Worst Kung Fu Movie Auditons EVER!! - YouTube
Unfortunately I can only use Blender 2.47 to animate models. I can however model them in any version I wish but animation data gets lost between versions.
What version of Blender did you edit the model in?
its just the mesh its ok I think .just pose it and attach bvh,maybe scale.
WARNING
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Finally I see the problem with the vertex groups.When I exported it to 2.49
it also lost vertex assignments,setting all vertex's to all groups.When I parented the bvh to the mesh all the verts would get assigned to the bone selected.
You should move this thread to WIP
WARNING
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WARNING
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Phenom hasn't even answered the last 2 PM's I sent him (way over a week ago). I'm tempted to say the project is dead, but I don't really have the right to make that judgment.
Honestly, modeling for Quake 1 is a bitch! MDL files are rough to work with at times when you're splicing frames here and there.
Real life also has decided to pick up it's pace so I haven't been able to model much.
MadGypsy, you had mentioned that you wanted a bunch of animations like crouch,crawl and dedicated attack moves. The attack moves are the easiest since the BVH/MOCAP animations can handle that but there just all types of scaling/positioning and rotations issues that crop up when I try "switch to a new BVH file".
For each animations I have to technically re-rig the model with the BVH skeleton and make sure scale,location and rotation are exact to what they should be.
Personally I think I'd work better if there was a solid "wish-list/TO-DO list" of things that interested people would like to see. That would help give me a bit more focus on smaller portions then trying to look at the over all project.
The project is still definitely going though! I'm just kind of pulling a Mindz on the project (Going AFK completely randomly and periodically)
Also to add more to the pile this is 1 our of 4 free-time projects I'm working on for fun.
I'm slowly building up the new player.mdl with animations.
I'll try to squeeze in at least an update within the next few days if not today.
Honestly, modeling for Quake 1 is a bitch! MDL files are rough to work with at times when you're splicing frames here and there.
Real life also has decided to pick up it's pace so I haven't been able to model much.
MadGypsy, you had mentioned that you wanted a bunch of animations like crouch,crawl and dedicated attack moves. The attack moves are the easiest since the BVH/MOCAP animations can handle that but there just all types of scaling/positioning and rotations issues that crop up when I try "switch to a new BVH file".
For each animations I have to technically re-rig the model with the BVH skeleton and make sure scale,location and rotation are exact to what they should be.
Personally I think I'd work better if there was a solid "wish-list/TO-DO list" of things that interested people would like to see. That would help give me a bit more focus on smaller portions then trying to look at the over all project.
The project is still definitely going though! I'm just kind of pulling a Mindz on the project (Going AFK completely randomly and periodically)
Also to add more to the pile this is 1 our of 4 free-time projects I'm working on for fun.
I'm slowly building up the new player.mdl with animations.
I'll try to squeeze in at least an update within the next few days if not today.
Hehe, I have one of these, too.
But instead of getting smaller and smaller it usualy gets bigger.
New ideas spread always faster than implementing "old" ones.
I guess that is the usual way of things.
I once saw LordHavocs ToDo list. Guess how many entries it has
I wish you best of luck for your ambitious project.
Seven
I might end up manually animating any further actions, the BVH thing is great if you only use one at a time anything after that scaling, positioning, rigging,animating and even simply exporting quickly becomes a nightmare.
I really like the MOCAP idea but perhaps is't like using a chainsaw to remove a hang-nail? heh...
OBJECTIONS!?
Also I will be disappearing from the 8th to the 12th, I have to attend a show in TX and won't be anywhere near my computer and there's no Android app for Quakeone.com yet.
TBH I personally think mocap is overkill for animating models for a Quake mod.
Make a proper rig for your models, with IK, and animate them manually. Watch fights on youtube, look at reference images on Google and try to animate the moves so they look somewhat realistic.
I remember when Crystal switched from hand-animated to mocap for Tomb Raider. A lot of people said the non-mocap moves looked and felt better, actually.
Realism isn't actually needed for games, it just needs to look & feel realistic enough. The point of a game is also that you can do stuff that would be very hard to pull off in real life, and mocap can actually be a limit there.
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