Animation system

General discussion regarding the OpenMW project.
For technical support, please use the Support subforum.
Post Reply
zgabuterimon
Posts: 2
Joined: 15 May 2018, 19:05

Animation system

Post by zgabuterimon » 15 May 2018, 19:13

Hello!

I am modder I have done some stuff in Fallout 4 in my spare time (Mostly guns :D ) ,I am experienced in modeling, animation, texturing and college degree in sound design. I saw that you implemented here normal maps,spec, etc. And you had me hooked! I always wanted to improve on the base Morrowind game, but no matter what mod I installed, it just wasn't quite right. I am planning to change that. Models, and textures, I can basically redo them straight away, without any problems, but I can't find any info on animations. Will it use the same system as Morrowind? Can I create custom skeletons, make custom animations, custom behaviors? That is probably gonna be true in 1.0 version, but still I can't find much information about it.

User avatar
psi29a
Posts: 4371
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: Animation system

Post by psi29a » 15 May 2018, 20:04

May I point you into the direction of Destined2die... he might have use for you. ;)

The current animation system is pretty much key-frame based using NIF. Destined put time into creating animations from scratch for use in the OpenMW-Template and OpenMW-ExampleSuite, but if you would like to expand on his work or start over from scratch (learning curve), please feel free. We could always do with better bodies (no pun intended). ;)

Anything CC0, CC-BY, CC-BY-SA would be great.

There is 'talk' of extending the OSG file format to support animation, but no development has been done here in the engine. It remains a bit of a pain point for us.

User avatar
AnyOldName3
Posts: 1193
Joined: 26 Nov 2015, 03:25

Re: Animation system

Post by AnyOldName3 » 15 May 2018, 20:47

Something will happen at some point to make animations some combination of simpler, more powerful and more flexible. We have no real idea of any details yet, though, as it's a big thing to discuss and design. When Zini releases his draft of the post-1.0 masterplan document, it will probably be a good time to discuss it, especially if you're an experienced animator who can help the devs compare different approaches.
AnyOldName3, Master of Shadows

Post Reply

Who is online

Users browsing this forum: No registered users and 11 guests