Issue #3185 - finding a suitable NPC model

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johndh
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Joined: 25 Jan 2015, 18:20

Re: Issue #3185 - finding a suitable NPC model

Post by johndh » 14 May 2016, 00:30

GreyFox wrote:Any news on this ?
Yes, and no. The news is that there is no news but will be news soon. My main computing machine took a turn for the worse (I think the old bucket of circuits got a bit too toasty a few too many times), so I haven't been able to make any progress on the model or rig lately. I just got my Raspberry Pi 3 up and running, and managed to decrypt my old disk and get my work files back as of today, so I should be able to resume soonish.

Thanks for checking. It's always good to know people take an interest in what I do. :)
Free/libre assets for OpenMW, updated frequently: http://opengameart.org/content/openmw-s ... sibilities

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GreyFox
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Re: Issue #3185 - finding a suitable NPC model

Post by GreyFox » 17 May 2016, 14:51

johndh wrote:
GreyFox wrote:Any news on this ?
Yes, and no. The news is that there is no news but will be news soon. My main computing machine took a turn for the worse (I think the old bucket of circuits got a bit too toasty a few too many times), so I haven't been able to make any progress on the model or rig lately. I just got my Raspberry Pi 3 up and running, and managed to decrypt my old disk and get my work files back as of today, so I should be able to resume soonish.

Thanks for checking. It's always good to know people take an interest in what I do. :)
I find a lot of interesting and promising sub projects browsing through the forum. I checked out makehuman just because I was thinking about alternatives for later TES titles facegen. A later search let me to your posts, and it's amazing what you did in regard to MW animations. I hope you find the time and motivation to continue your project, character animations are one of the most apparent flaws of vanilla mw.

GeorgeTheWarp
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Joined: 02 Jun 2016, 02:56

Re: Issue #3185 - finding a suitable NPC model

Post by GeorgeTheWarp » 28 Jun 2016, 02:43

On a slightly unrelated note, I'll be trying to make another body model (male too, but I'll eventually get to make a female model) for this project. I know I don't have much experience, so I'm expecting this to be a 40 to 100 hours job. I've almost done the front layout (I'd send out a picture, but I forgot to send it to google drive).

As some of you might know, my computer died some times ago, so I won't be able to work all the time on the project, unfortunately. I do have access to computers, but most of them don't have GPUs. But, I got myself a job and the closest place to my job I have access to a computer that does have a GPU. Obviously, this mean they'll be some activity on this project.

As to why I'm doing this, I'd rather start from the ground up to understand wtf I am doing, and also out of interest. If this is not fine, just tell me, I'll stop my work and try to animate the body, but where is the .blend file?

Either ways, I didn't stop working on the project, announcing this quickly. I'll be working on making a new body, and I'll also try to make a cat creature (base on my cat) eventually.

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DestinedToDie
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Re: Issue #3185 - finding a suitable NPC model

Post by DestinedToDie » 28 Jun 2016, 07:37

The blend files can be found here. https://bugs.openmw.org/issues/3186

I don´t mind getting another character body. If you attach it to the same skeleton, we can have multiple races that use the same animation. The character has to have very similar geometry or else clothing/armor will not match both of our characters. Please be aware that I am going to change the skeleton somewhere in the near future, so you would have to re-do the skinning later on if you want to do it now.

I have to stop you from doing character animations just yet. As I mentioned, I am going to change the skeleton soon, which means all animations would have to be redone.

GeorgeTheWarp
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Joined: 02 Jun 2016, 02:56

Re: Issue #3185 - finding a suitable NPC model

Post by GeorgeTheWarp » 28 Jun 2016, 16:14

DestinedToDie wrote:The blend files can be found here. https://bugs.openmw.org/issues/3186

I don´t mind getting another character body. If you attach it to the same skeleton, we can have multiple races that use the same animation. The character has to have very similar geometry or else clothing/armor will not match both of our characters. Please be aware that I am going to change the skeleton somewhere in the near future, so you would have to re-do the skinning later on if you want to do it now.

I have to stop you from doing character animations just yet. As I mentioned, I am going to change the skeleton soon, which means all animations would have to be redone.
Oh nevermind that then, I'll stop making the body and will just make dem pants, or another task. I feel like I'm getting the hang of it, it just sucks not being able to work hardcore on it, like I did when I learned blender. Either ways, consider them pants done... But if it's too slow to git 'em, just make them yourself, I can't work all the time.

The reason I was making this work was I thought you stopped making the body and animations, but either ways, keep up the good work mate.
Anyways, long live Intel i3! And its included GPU!

mattwla
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Joined: 17 Jul 2017, 14:45

Re: Issue #3185 - finding a suitable NPC model

Post by mattwla » 02 Dec 2017, 17:23

I am curious what the status on this issue is, thanks!

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DestinedToDie
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Re: Issue #3185 - finding a suitable NPC model

Post by DestinedToDie » 03 Dec 2017, 06:35

Status - we have a MakeHuman model ingame. It's set up the wrong way, so first person camera doesn't work. But you can use third person camera. A custom-made model for OpenMW is in the making, but it's taken me quite a lot of time and will probably take more. I'm set on finishing it, so we'll get it eventually.

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