Author Topic: Custom Animations Project  (Read 23813 times)

I'm too lazy to download the playertype. Plus, I want to see the animations EpicFrySauce is doing.

I'd love to, but all I have is some test-ish stuff, and there's too many starfishs who will pay no attention that this is a work in progress, and they shall criticize me. So I'm not going to show anything yet.

I'd love to, but all I have is some test-ish stuff, and there's too many starfishs who will pay no attention that this is a work in progress, and they shall criticize me. So I'm not going to show anything yet.

Got it. Take your time, and if you ever decide to give up, please post your results.

So many times people start working on a project, get about halfway in, give up and never share what they had so nobody could pick up where they left off.

So many times people start working on a project, get about halfway in, give up and never share what they had so nobody could pick up where they left off.

Yes, exactly.

/support lol

Update: I left for vacation today so my progress will stall for exactly 1 week. This morning before I left, I was able to get the hand rotating how I wanted it to so I might make a animation demo of sorts. In the meantime, I hope others can find a way to fix the model, but I doubt it's possible...

Good luck comrades,
-EpicFrySauce

Is anyone still trying for this?
I have located the actual problems.

First, there is the simple-fix of the global X and Y axis getting scrambled.
The default player faces down the Y+ axis, but rotation is strangely offset by 90 degrees. (X axis acts as Y)
How is this fixed?
1. Just rotate your whole bone cluster model -90 degrees on the Z axis in Object Mode.
2. Do your desired rotation animations in Pose Mode.
3. Then rotate back in Object mode so Blockhead faces at Y+.
If you've done it correctly, you should have rotations working how you want them to, but you might still see problems like bones randomly being offset, which leads me to our second problem.


The player model obviously starts out with some rotation, which is Blockhead's "default" position. Problem is, the process of converting the model to blender, has tripped up all the bones, so blender thinks each of them have x0 y0 z0 rotation, which is not true for some cases like arms being lightly rotated out by default.

It is because of these problems that makes animating nearly impossible, and fixing the second problem is probably something I can't do alone. I'm soon going to stop my work, if I can't soon fix this, because I've already been working for weeks. The new goal here is to find out how to import the bones correctly into blender, if this can be done, then there is a 90% chance everything will work flawlessly. If you read this far, thanks.
« Last Edit: January 07, 2012, 03:26:48 AM by EpicFrySauce »

the farthest this has gotten is jimmg making the head spin 360 degrees around without any offsets. i don't know what he did and i doubt he remembers, but this whole thing is a complete pain.

the farthest this has gotten is jimmg making the head spin 360 degrees around without any offsets. i don't know what he did and i doubt he remembers, but this whole thing is a complete pain.

I can do that too. Rotation is not offset for the head by default. the Z axis is the only one that's not messed up. :P Yes, it's a complete pain, but now that I have the knowledge to fix it, I just need to dedicate the time.

I can do that too. Rotation is not offset for the head by default. the Z axis is the only one that's not messed up. :P Yes, it's a complete pain, but now that I have the knowledge to fix it, I just need to dedicate the time.
Rotation is still a monday to fix.

You aren't gonna be able to fix it with blender, trust me, closest you will get is using DSQ Tweaker, and from what I've heard, you cannot add extra keyframes to existing animations with it...its sad :(

I bought it for christmas, unfortunatly I've been having key troubles with the owner, I should be able to use it today tho
« Last Edit: January 04, 2012, 11:48:42 AM by soba »

You aren't gonna be able to fix it with blender, trust me, closest you will get is using DSQ Tweaker, and from what I've heard, you cannot add extra keyframes to existing animations with it...its sad :(



It'd be nice to see some gameplay recorded.
http://www.youtube.com/watch?v=qyysRz7jgLY

what, you really thought you guys were getting somewhere?

nvm, I didn't read the recent posts, WHAT? ITS WORKING?
« Last Edit: January 04, 2012, 11:53:01 AM by soba »

http://www.youtube.com/watch?v=qyysRz7jgLY

what, you really thought you guys were getting somewhere?

nvm, I didn't read the recent posts, WHAT? ITS WORKING?
Ya, as far as I've seen I'm the only one who has made progress.(To actually trying to fix it and not just getting it working)
« Last Edit: January 04, 2012, 12:09:00 PM by Khepri »

Ya, as far as I've seen I'm the only one who has made progress.(To actually trying to fix it and not just getting it working)

I've actually made a lot of progress but I just haven't shown anything... :)

And by the way, it is fixable with blender, but it's just ridiculously impractical to try do it correctly.

Woah woah woah. Hold it right there. Can you people rotate the entire player model by 90 degress on the Z axis (Side facing the camera instead of back) so the normal animations still work?

Woah woah woah. Hold it right there. Can you people rotate the entire player model by 90 degress on the Z axis (Side facing the camera instead of back) so the normal animations still work?

From my observations, there's a good chance it will work... yet things will still be a little messed up. Read my long post, the second problem is the last thing that's messing it all up.