Pre-Generated Animations?

  One of the biggest intrests I have for the game is ability to mod and change things, but I've been playing Gal Civ, and though it is mod friendly - I must confess it can be pretty daunting to try and figure out what is what and what can be added and what can't. One thing I'd just love to do for this game is just create assets, and then upload them into the game only to attach them to easy to put together pre-generated scripts and functions. For instanse, say you wanted to have a host of crazy looking demonic mounts, but they aren't in the game. So you make them in Maya - but now what?

   One thing I have an issue with is that I can't exactly animate my own creations very well, I'm terrible at creating rigs right now. What would be nice would be have some sort attachable, pre-animated bone sets you can attach to your creations piece by piece. Something similiar was employed with Spore, where players could create various things on their own but pre-generated animates attached themselves to certain pieces of the creatures body. So, what if you created the piece in maya and then lined it up and sized some seletons to fit into the mesh?

   Would that be too much work on the dev's part, or would it just be easier for me to shut up and just get better at rigging? :)

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Reply #1 Top

I would like to see created some sort of skeleton system.    So certain animations can be reused (for example, most humonoids will have similar walk cycles.  Most quadripeds will fall into one a faw walk cycles: "pace", "not paced", lumber (like an ape), and bunny hop. ) and having a way to share animations the way we would other assets.

 

In gal civ, I wish we had certain basic animated parts existed (like a rotating axel or fanning fits) upon which other parts could be attached.   I'd want such an idea to exist in this as well, so we could create an axel for the blades of a wind-mill.  I would also like to possibly attach invisable parts to create what appears to be floating pieces of buildings.  (attaching these to a rotating axel could create spinning crystals and other mystical looking structures).    

the "fanning fits" animation I imagine to look something like how rows move on the sides of a ship, or how some sails appear on some some sci-fi sailing ships.  (some of the pirate ships in "skies of arcadia" have them, I want to say the ship in "rogue galaxy" does too)

anyway, I'm just brainstorming.  I'd like to see pre-generated animations as well.  That way those who are not skilled at rigging, can still create models in Maya or 3D max or whatever, where those who are good at creating extensive and elaborate animations can pass skeleton riggings.    I'm sure it will be a lot of work on the dev's part, but it seems the whole mod-system they've got underway is a lot of work anyway, adding a means to share animation riggings may not be that much further from where they have already told us they intend to go.

 

( I fear I can't find much information on "paced" animal walk movements, but the "paced walk" and other is something I learned by hanging around animal trainers while at a zoo.  I was told as a kid that most 4 legged mammals are either paced or not paced based on how their feer move in relation to each other.  Paced animals walk with two in the same direction at a time, rather than mixing it up.  I know cats and elephants are paced animals.  I want to say dogs are not.  if you don't know what I'm talking about I fear I only sorta know myself, so if you DO know what I'm talking about.  please feel free to pass along links to sources on such animations.  I know I'd be interested.)

Reply #2 Top

I was messing around with a 4-legged animation, and I couldn't think of how I could get it to look natural, so I started crawling around on my hands and knees to see how I moved, and then I made my model do it. I feel that it turned out decently ^_^

http://chirmaya.no-ip.org/files/tv_walk02.avi (You'll need it to watch it on loop.)

It would be nice -- as was said -- to create new models that use the same animations, but I also don't see how it would be setup to support that. I am supposing that it all depends on what technology they are using for their models and animations.

Reply #3 Top

It would certainly help people like me (i.e. those who are trying to teach themselves to model using subastandard programs and essentially no money) get a handle on what's going on. It would be great if there were more libraries of shpaes, textures, and animations out there: all the current ones are inadequate.

Reply #4 Top

What we're planning on doing is releasing the Skeletons and Rigs that we create for other people to use when modeling their own creations...this way, any animations that are in the game can be automaticially applied.

Reply #5 Top

Fantastic. Now I've Pre-Ordered. Even though I didn't really need to.

Reply #6 Top

Boogiebac:   what will be required in making custom animations? 

 

@Orlean knight:  why didn't you need to pre-order?

Reply #7 Top

what will be required in making custom animations?
Knowing Maya and how to animate ;)  Or knowing how to transfer a rig to 3dsMax and animate in there.

Unfortunatly there are some processes that we just can't simplify :(

Reply #8 Top

I think that answers the question fair enough.   So Maya is the program of choice.  (curses, I've only touched animations in Max, though not enough that I guess I'd be learning a new tool no matter what)

My next interest is to see if it can be done in things like "Blender"  (that was used to create Big Buck Bunny.  Big Buck Bunny was made entirely with free software)   Since I know I will not be purchasing either Max or Maya in the near future (unless I get a job at a game company that would buy it for me for some reason, or provide me access to their copy for personal reasons)  and I'm sure that most of the fan-base will also be unable to purchase such expensive programs.  If we could tap into free animation software, perhaps we could build a community that has access and uses such free software.   (I'm not asknig anything like this of Stardock per-se except perhaps 'hold the free software in mind if possible' so that there is more chance we can make use of it)

 

(Added note:   Anybody interested in picking up some animation software to start developing 3D animation skills, but do not have access to 3D software at this time, I strongly recommend you visit http://www.blender.org/,   It is free software, and quite powerful.  I'm not sure its compatibility with Maya animation rigs, but its a start.  They've got a very solid community too, so I'm sure somebody could (or already has) asked.)

Reply #9 Top

Yes, I have gotten a bit more adept at using Blender over the last year, but those accursed "X" files are the bane of my existance!!! I want all of the Elemental animations etc. to be in some other format. I don't really catre what.