Looking to improve animations

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DestinedToDie
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Joined: 29 Jun 2015, 09:08

Re: Looking to improve animations

Post by DestinedToDie »

I have a guide for that and other things here: viewtopic.php?f=33&t=3330
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MiroslavXO
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Joined: 13 Feb 2016, 01:07

Re: Looking to improve animations

Post by MiroslavXO »

Tnx for the link, but the biggest problem for me was using 3ds Max since I'm Maya/Motionbuilder user, and I never open Blender to be honest. Also unfortunately there is no nif plugin for Maya that I could find that actually works, and as far as I know there is no animation support. :( But I manage to figure out the workflow that finally works proper with importing/exporting animation data, so I can animate in Motionbuilder. And I did redone two animations for now, so that's some good news. :D
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MiroslavXO
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Joined: 13 Feb 2016, 01:07

Re: Looking to improve animations

Post by MiroslavXO »

I have released mod, you can find it here => http://www.nexusmods.com/morrowind/mods/44125/?
Read me is there. :geek:
Biboran
Posts: 84
Joined: 03 Feb 2016, 12:50

Re: Looking to improve animations

Post by Biboran »

Amasing! It will be better if someone did new body replacers for OMW, but this is good too.
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psi29a
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Re: Looking to improve animations

Post by psi29a »

That is being done... look at OpenMW-Template and OpenMW-Example-Suite.
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johndh
Posts: 124
Joined: 25 Jan 2015, 18:20

Re: Looking to improve animations

Post by johndh »

That looks great! Do you have your own rig you're working with, or are you using the default Bip01 from Morrowind?
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DestinedToDie
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Joined: 29 Jun 2015, 09:08

Re: Looking to improve animations

Post by DestinedToDie »

He´s using the one from Morrowind.
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MiroslavXO
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Joined: 13 Feb 2016, 01:07

Re: Looking to improve animations

Post by MiroslavXO »

I'm using the default skeleton, but what pains me the most is that when I see new animation in game I see it cut down frames. So in some cases it change my timing that I have adjust and mess up my new animation because it is using 15fps, and I animate using 30fps. Can't really work with 15fps in Motionbuilder it looks more like blocking stage. But I guess this looks still way better that vanilla version if you are using Roberts Bodies.
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MiroslavXO
Posts: 107
Joined: 13 Feb 2016, 01:07

Re: Looking to improve animations

Post by MiroslavXO »

I'm pretty much stuck with animation for know, when I wanted to redone hand to hand I realise that I can't pose the hands in a desire position like fist, and I did not pay attention to skinning mesh topology at all, and it is not that good.

Other choice was to use better bodies but the thumb also have skinning problems. I have my two models of male and female hands, but when I do skinning in Maya and tranfer to Max and import .kf it seams that Max can't read Maya skinning. It destroys mesh models. I also find free resource of the female mesh, deleted head and replace hands with my version. here is comparison.

What I need is someone to help me with this skinning problem, I can send someone the .max that I have transfered from Maya to see if he can solve this problem when he import .kf


http://imgur.com/t9akbGm

http://imgur.com/w6uKl83

http://imgur.com/e0v9htW
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DestinedToDie
Posts: 1181
Joined: 29 Jun 2015, 09:08

Re: Looking to improve animations

Post by DestinedToDie »

My solution would be to work with Blender or stay in 3Ds Max. It´s not uncommon for things to get lost when jumping between multiple programs and formats.
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