Creature Animation

Everything about development and the OpenMW source code.
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Creature Animation

Post by Zini »

These are completely unrelated things. The 4 digit numbers jhooks mentioned exist only in the render system. In OpenMW the references don't have unique numeric IDs of this kind. They are not needed.
Maybe you should use 8 too because extensions like MWSE have functions like xRefID which retuns the unique identifier. In case we want to implement support for MWSE scripts past 1.0.
We would need to change the world model significantly to achieve that, which I am reluctant to do. I am sure we will eventually be able to do all what MWSE does, but probably not in the same way.
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pvdk
Posts: 528
Joined: 12 Aug 2011, 16:34

Re: Creature Animation

Post by pvdk »

Allright, thanks for clearing that up.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Creature Animation

Post by jhooks1 »

Finally figured out how to fix the death animations!!!!!!!!!!!!!! So Excited :D :D , more videos to come.

EDIT: Swimming and death both look so smooth.
Also I always thought the problem was with bounding boxes. It turns out it was not, it was just another ogre hiccup.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Creature Animation

Post by jhooks1 »

Woo! The site is up again!

I fixed the bug that made animations look jittery (was especially noticable in the Ash Zombie). I also got vertex morphing animation implemented, check out the kwama queen: http://www.youtube.com/watch?v=lourftL9g4Q
Morphing controls the antennae and sac.

Storm Atronach http://www.youtube.com/watch?v=zlcPhlHI ... re=related
Flame Atronach http://www.youtube.com/watch?v=pDIQvGx3 ... re=related
Ash Zombie http://www.youtube.com/watch?v=En5aYi1e ... re=related
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Creature Animation

Post by sirherrbatka »

Great! Awesome! And videos! :D
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