OpenMW Example Suite 0.12

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DestinedToDie
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OpenMW Example Suite 0.12

Post by DestinedToDie » 05 Jun 2016, 22:33

Link to roadmap: https://bugs.openmw.org/projects/examplesuite/roadmap

With the general framework set for character creation, release 0.12 will mainly concentrate on characters and their animations. Here are the steps in achieving this:

1. Find a suitable body for animating. DONE
2. Make a skeleton.
3. Animate it.

I make it sound easy, but it kind of isn´t. I´m working on this with the goal of getting a fully functional character who can do anything, while using mostly placeholder animations. We can tweak them along later releases.

4. Another goal of this release is to make a turtle creature for the player to fight. I will not be working on this, but it´s there as an option, should anyone pick it up. If no one picks it up, then the player will simply fight an NPC as a placeholder to having a creature.

5. In order to fight, you need a weapon. This task is also up for takes.

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johndh
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Re: OpenMW Example Suite 0.12

Post by johndh » 06 Jun 2016, 01:15

I still haven't been able to get everything working on my end. If you're working on the character model and rig, do you want what I have so far? The rig is basically complete (doesn't have IK or anything, but should be functional and should work with imported mocap files), the model is pretty decent, and all of the body parts are separated and configured. It should be basically ready to be animated.
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

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DestinedToDie
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Re: OpenMW Example Suite 0.12

Post by DestinedToDie » 06 Jun 2016, 08:02

Please do upload it so I can examine.

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psi29a
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Re: OpenMW Example Suite 0.12

Post by psi29a » 06 Jun 2016, 08:35

When a new Template release comes out, are you going to manually merge in what is there into the ES?

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DestinedToDie
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Re: OpenMW Example Suite 0.12

Post by DestinedToDie » 06 Jun 2016, 08:43

Do you mean the .omwaddon .omwgame files or the contents of data folder? In both cases, probably yes.

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psi29a
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Re: OpenMW Example Suite 0.12

Post by psi29a » 06 Jun 2016, 08:48

So far, I haven't modified anything in the omwgame/addon, just the assets and manifests.

Is that possible? I mean, merging two omwgames files?

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DestinedToDie
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Re: OpenMW Example Suite 0.12

Post by DestinedToDie » 06 Jun 2016, 09:07

It´s extremely hacky.

1. Make an addon named Hacky.omwaddon for ExampleSuite.owmgame.
2. Open OpenMW-CS with ExampleSuite.omwgame and Hacky.omwaddon selected. Do not load them up yet.
3. Rename openmw-template.omwgame to Hacky.omwaddon and replace it.
4. Load up your files in OpenMW-CS.
5. Merge.

On a side note. I can´t merge .omwaddons together without also merging openmw-template, unless I´m missing something. We either do merge hacks or have 100-s of .omwaddons bloating our space.

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psi29a
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Re: OpenMW Example Suite 0.12

Post by psi29a » 06 Jun 2016, 10:42

Sounds like something we need to talk to Zini about.

Also... in the template, I have your body parts (Skins) omwaddon that is necessary for animation. Is this still required in the ES or has this been merged in?

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DestinedToDie
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Re: OpenMW Example Suite 0.12

Post by DestinedToDie » 06 Jun 2016, 11:16

I merged them to ExampleSuite.omwgame. They will be replaced in version 0.12 anyway. You might still want to keep them in OpenMW-Template until we get to a point where Example Suite body is more functional.

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psi29a
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Re: OpenMW Example Suite 0.12

Post by psi29a » 06 Jun 2016, 13:09

That is wonderful to hear(see)! :)

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