Author Topic: Request for knowledge or someone to help with animated blockhead playertypes  (Read 2063 times)

If Eksi and Flubbman learned to use Blender like DarkStar, the animation in this series could be more complex compared to using Blockland's player animations

Eh, just food for thought, i don't mind it being in Blockland :P

I prefer machinima to animation. Or possibly that's just an excuse to not learn to use it. Actually if I could make a playertype with new animations that would be rad. Same as a blockhead but with blendery animations instead of default model, and could do specific animations like actual punching instead of the hug of death. Actually that sounds exactly like something I would want to do.

What think? I have basically zero experience with Blender, and I prefer the idea of Blockland sets and acting over making it 100% animated, but I'm always finding myself needing more complicated or detailed animations in videos. Could you make (or help me learn to make) playertypes that look exactly like blockheads, but with different animations?

It wouldn't make that much of a difference. Because I can't add new animations, only replace existing ones. And the way blockheads work just won't make the animations seem very realistic or pleasing to watch. For example when you jump I can't make him bend down to anticipate the jump and then jump, I would just have to make it the same thing, and when he's in the air while jumping I can't do much else except freeze him in place. Main point is, I can't change the way the animations work, it would look pretty much the same except with slightly altered animations, because I can't add any new ones. (At least, I don't know how.) I'm also really busy right now so even if there was a way to add new animations to a playertype I couldn't really help you at this moment, but I'd be interested in knowing.

Ah, okay. Well, I know there are weapons which have custom animations, so possibly a dumb work-around would be functional. I can work with the default for now.

although..

I could use variations on the default animations, such as a crouch that actually looks like a crouch rather than crawling around, or a panicked run, or a run that looks appropriate for the speed of walking. Not highly polished or useful for gameplay, of course, as any two "running" animations would need two playertypes. For one-time animations, like punching or examining something (or anticipating jumping!), could replacing the animation for sitting work?

Keep in mind I edit my videos heavily, so to me it wouldn't matter if the animations look disconnected outside of recording small segments, only that the motions are available. I wouldn't be bothered by handling a list of playertypes designed for specific movements.

Absolutely no rush for this or anything, it's just something I've had in mind, and I figured you were a good one to ask about it.


I guess that could work but as I said, I got so many projects right now :/ I'm sure there's others that are capable of making player types on these forums.

For TL;DR, read bold words.


Well?

Wow, for once a useful and detailed request.  Thank you.

Here's how I do it.

>Import the blockhead into MS3D
>Make the animation and name it DoorOpen_CW (Or something)
>Export it and package it as a JVS door.
>Spawn it ingame and click it.

As the door opens, the animation plays.

Here's how I do it.

>Import the blockhead into MS3D
>Make the animation and name it DoorOpen_CW (Or something)
>Export it and package it as a JVS door.
>Spawn it ingame and click it.

As the door opens, the animation plays.
I would much rather have it be in a playertype than to be put in a weird door. Then I could move it more flexibly and not have to click it without being seen.

BUNP


3:38 PM - Eksi: C:\Blockland\base\data\shapes\player
3:38 PM - Eksi: m_activate.dsq
3:38 PM - Eksi: m_talk.dsq
3:38 PM - Eksi: m_crouchback.dsq
3:38 PM - Flubbman [SWE]: yes
3:38 PM - Eksi: etc. etc.
3:38 PM - Flubbman [SWE]: the animation files
3:38 PM - Flubbman [SWE]: for the standard player
3:39 PM - Eksi: how to MAKE a DSQ AND ANDA NAD ANDA if you MADE ONE that was in the same sort of FORMAT as THESE... WOULD IT work with ANY PLAYER AVATAR?  ? ?
3:39 PM - Eksi: A playertype with extra .dsqs that could be triggered somehow
3:39 PM - Flubbman [SWE]: I guess if you made a separate playertype and animated it
3:39 PM - Flubbman [SWE]: hm
3:39 PM - Flubbman [SWE]: good idea
3:39 PM - Eksi: or that somehow replace these ones
3:40 PM - Eksi: oh ma GAWD
3:40 PM - Eksi: oh ma GAWD.
3:40 PM - Eksi: we have to make this happen.
3:40 PM - Eksi: do you hear me
3:40 PM - Flubbman [SWE]: yes
3:40 PM - Eksi: I want this to happen for ECB 8
3:40 PM - Flubbman [SWE]: it will revolutionize blockland filmmaking
3:40 PM - Eksi: because otherwise we're gonna have another serious hug-of-death scenario



SO IS IT POSSIBLE to add new .DSQs or other animation files which could be applied to any player avatar?
« Last Edit: September 23, 2011, 06:26:41 PM by Eksi »

i dont think you can make a .dsq without the default player save which was made by whoever made the player. importing a figure and adding bones won't get you what you need. this is up on a dev level if you want to get this working right.

DSQ tweaker on Garage Games website.
Cost 42 dollars, but I think it's worth it.

DSQ tweaker on Garage Games website.
Cost 42 dollars, but I think it's worth it.


Does that mean you bought it?

:D
that means I have the trial and it does something

This program is very limited. Like it indicates, it's just a tweaker. Can only change rotations and speed, and that seems to be if the part in question rotates in that animation, and can't add additional frames. Alternatives would be appreciated.

This program is very limited. Like it indicates, it's just a tweaker. Can only change rotations and speed, and that seems to be if the part in question rotates in that animation, and can't add additional frames. Alternatives would be appreciated.
Asking torque to not be limited is like asking the US Government to give out free candy.  I don't know if you know this but Darkstar's videos are straight up animation, which I think gives you more flexibility when it comes to a new pose as the playertpe would almost be as limited as the default blockhead. I've done some Blender animation in my day and it's really not that hard.


There's so much text aaa what is this http://www.youtube.com/watch?v=4sFqLn2aeRw
ok, now show it to me in Blockland with any avatar.


I don't know if you know this but Darkstar's videos are straight up animation, which I think gives you more flexibility when it comes to a new pose as the playertpe would almost be as limited as the default blockhead.
Entire sentence is "well, duh."
« Last Edit: September 25, 2011, 10:45:31 AM by Eksi »

I know this awesome fighting move Tenek could do
But it's difficult to explain :c