Creature Animation

Everything about development and the OpenMW source code.
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ap0
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Re: Creature Animation

Post by ap0 » 26 Aug 2011, 02:40

The ghost is amazing !

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lgromanowski
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Re: Creature Animation

Post by lgromanowski » 26 Aug 2011, 06:12

This it really cool! I can't hardly wait when all this animation stuff will be merged into master branch :D
best regards,
Lukasz

jhooks1
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Re: Creature Animation

Post by jhooks1 » 26 Aug 2011, 20:59

The head and jaw on the ancestor ghost were not moving before because I did not have non-skinned NiTriShapes handled. With my latest commit the head moves and the jaw opens and closes.

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Star-Demon
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Re: Creature Animation

Post by Star-Demon » 26 Aug 2011, 21:08

Awesome stuff, man - You've banged out a lot of stuff this year. Keep it up, if you can!
"The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane." - Nikola Tesla

jhooks1
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Re: Creature Animation

Post by jhooks1 » 28 Aug 2011, 00:07

Creature animations still look choppy (especially the AshZombie). I thought this was because we are only using the first encountered weight for each vertex, not all of them. I have been trying to incorporate all weights for each vertex but the result always is a disaster.

jhooks1
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Re: Creature Animation

Post by jhooks1 » 28 Aug 2011, 01:59

I haven't improved the AshZombie any, but here is a video showing the improved ancestor ghost.

http://www.youtube.com/watch?v=6K36q3hs6x0

EDIT: Storm Atronach http://www.youtube.com/watch?v=WMvoYSqUH0Y

jhooks1
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Re: Creature Animation

Post by jhooks1 » 30 Aug 2011, 20:28

I have decided for now to focus on other animation features, I cannot figure out how to fix the choppiness (tried some vertex weight techniques from NifSkope's source but they didn't work out) bug.

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sirherrbatka
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Re: Creature Animation

Post by sirherrbatka » 31 Aug 2011, 10:58

That looks like a good decision.

jhooks1
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Re: Creature Animation

Post by jhooks1 » 28 Sep 2011, 18:35

After doing some tests I have confirmed that if we have two of the same creature type in a cell, we need to make each creature a unique resource. This will be done the same way that we are making npcs unique, adding a 4digit number on the end. The reason is so each creature will have separate position and normal buffers, otherwise they would always look the same.

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pvdk
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Re: Creature Animation

Post by pvdk » 28 Sep 2011, 21:23

Isn't that what Morrowind does? When you have for example two Ancestor Ghosts in a Cell, one of them will be "ancestor_ghost00000000" and the other one "ancestor_ghost00000001"

So I think Morrowind uses 8 digits for the unique identifier, not 4. 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.

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