OpenMW Template art

OpenMW's very own demo, template and game to show off everything that OpenMW is capable of.

Moderator: Example suite forum moderator

Lamoot
Posts: 176
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

wazabear wrote: 01 Aug 2021, 04:44 Very nice, an up to date animation reference will be invaluable. It's one of the most daunting things to do for new modders.
Indeed! Have to plug those documentation holes.
wazabear wrote: 01 Aug 2021, 04:44 On the topic of animations. If your'e interested, Greatness7 actually made a blender plugin to port these animations in from https://www.mixamo.com/#/?page=1&type=M ... MotionPack. In fact, you can even preview the animations by importing the morrowind skeleton.

He shared the script here: https://gist.github.com/Greatness7/85ff ... 5bb8ff2664

In action here: https://streamable.com/qu5lb0

Is this something doable for OpenMW-Dude? The library gives access to a massive collection of high quality animations.
For the Template I'm aiming for as permissive license as possible. Most of the content is public domain and I'd like to release OpenMWDude under this as well. Mixamo's license probably doesn't fit this.

On the technical side, it should be possible to apply Mixamo animations to OpenMWDude. The deforming skeleton is structured and named the same way as Morrowind's original player skeleton.
User avatar
psi29a
Posts: 5356
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Template art

Post by psi29a »

We should apply a CC0 license, since in some jurisdictions, the concept of public domain does not exist. So CC0 makes the most sense.
Lamoot
Posts: 176
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

psi29a wrote: 02 Aug 2021, 13:12 We should apply a CC0 license, since in some jurisdictions, the concept of public domain does not exist. So CC0 makes the most sense.
I thought CC0 and public domain are one and the same. One learns something new every day :idea: But yeah, all assets apart from the font and UI xml files are CC0 as will be the rest of the assets in the Template.
User avatar
AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: OpenMW Template art

Post by AnyOldName3 »

CC0 is basically legalese explaining the concept of public domain. If you release something in France as public domain, for example, and then die, your estate can then claim that because that's not a real licence, it's actually all-rights-reserved, and then sue anyone using your stuff for copyright infringement, whereas if you say it's CC0, it explicitly says anyone can do what they want and doesn't owe you anything, and that stands up in court.
Lamoot
Posts: 176
Joined: 22 Apr 2016, 12:03

Re: OpenMW Template art

Post by Lamoot »

AnyOldName3 wrote: 02 Aug 2021, 23:40 CC0 is basically legalese explaining the concept of public domain. If you release something in France as public domain, for example, and then die, your estate can then claim that because that's not a real licence, it's actually all-rights-reserved, and then sue anyone using your stuff for copyright infringement, whereas if you say it's CC0, it explicitly says anyone can do what they want and doesn't owe you anything, and that stands up in court.
Ah right, makes sense. Thanks for the explanation. Didn't know public domain is not a universally free concept around the world and that it can even be revoked :?:

In other news, made some progress with the bird and its animations. First I'm making the whole set and get it into the game. Only the walkcycle is worthy of showing for now. https://streamable.com/9mt56z

EDIT: Current source file for the creature https://gitlab.com/Lamoot/example-suite ... ture.blend (Released as CC0)
User avatar
mclawliet
Posts: 4
Joined: 04 Mar 2021, 18:31
Contact:

Re: OpenMW Template art

Post by mclawliet »

Lamoot wrote: 04 Aug 2021, 16:24 In other news, made some progress with the bird and its animations. First I'm making the whole set and get it into the game. Only the walkcycle is worthy of showing for now. https://streamable.com/9mt56z
And here are some sketches I've been working on the bird. I've made some more feathered and some reptilian versions. Lamoot is leaning towards 5 and 6, so I'll make new sketches, mixing features of those two in the following days. But which bird do you like the most? :)
Attachments
DAK_sketches.jpg
User avatar
Tes96
Posts: 232
Joined: 29 Feb 2012, 03:45
Location: Off-grid

Re: OpenMW Template art

Post by Tes96 »

Lamoot wrote: 01 Aug 2021, 21:33
wazabear wrote: 01 Aug 2021, 04:44 Very nice, an up to date animation reference will be invaluable. It's one of the most daunting things to do for new modders.
Indeed! Have to plug those documentation holes.
wazabear wrote: 01 Aug 2021, 04:44 On the topic of animations. If your'e interested, Greatness7 actually made a blender plugin to port these animations in from https://www.mixamo.com/#/?page=1&type=M ... MotionPack. In fact, you can even preview the animations by importing the morrowind skeleton.

He shared the script here: https://gist.github.com/Greatness7/85ff ... 5bb8ff2664

In action here: https://streamable.com/qu5lb0

Is this something doable for OpenMW-Dude? The library gives access to a massive collection of high quality animations.
For the Template I'm aiming for as permissive license as possible. Most of the content is public domain and I'd like to release OpenMWDude under this as well. Mixamo's license probably doesn't fit this.

On the technical side, it should be possible to apply Mixamo animations to OpenMWDude. The deforming skeleton is structured and named the same way as Morrowind's original player skeleton.
Does Mixamo have any normal walking/running/swimming animations that could replace the vanilla animations? There is Sexy Walk animation but it's rather old and a little too exaggerated. I personally like the walking animation from ESO and Skyrim. I wonder if we could port those.
User avatar
AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: OpenMW Template art

Post by AnyOldName3 »

The template can't use content from the BGS games. Bethesda own the copyright for that, but we need the template to be free from such restrictions so people can make games out of it that don't legally partially belong to Bethesda.
User avatar
psi29a
Posts: 5356
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW Template art

Post by psi29a »

Tes96 wrote: 26 Aug 2021, 00:24 I personally like the walking animation from ESO and Skyrim. I wonder if we could port those.
Absolutely not, that would be an intellectual property violation.

Only content who's license allows for: copying, redistribution, remixing and be sold; should be considered.

Anything without a restrictive license or no license at all is a no go and can't be used.
User avatar
Tes96
Posts: 232
Joined: 29 Feb 2012, 03:45
Location: Off-grid

Re: OpenMW Template art

Post by Tes96 »

psi29a wrote: 27 Aug 2021, 10:53
Tes96 wrote: 26 Aug 2021, 00:24 I personally like the walking animation from ESO and Skyrim. I wonder if we could port those.
Absolutely not, that would be an intellectual property violation.

Only content who's license allows for: copying, redistribution, remixing and be sold; should be considered.

Anything without a restrictive license or no license at all is a no go and can't be used.
So someone would have to make an animation from scratch that looked just like it or close to it?
Does OpenMW allow for better animation support, at least at the v1.0.0 mark?
Post Reply