Creature Animation
Re: Creature Animation
The ghost is amazing !
- lgromanowski
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Re: Creature Animation
This it really cool! I can't hardly wait when all this animation stuff will be merged into master branch
Re: Creature Animation
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.
- Star-Demon
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Re: Creature Animation
Awesome stuff, man - You've banged out a lot of stuff this year. Keep it up, if you can!
Re: Creature Animation
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.
Re: Creature Animation
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
http://www.youtube.com/watch?v=6K36q3hs6x0
EDIT: Storm Atronach http://www.youtube.com/watch?v=WMvoYSqUH0Y
Re: Creature Animation
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.
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: Creature Animation
That looks like a good decision.
Re: Creature Animation
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.
Re: Creature Animation
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.
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.