NPC Animation

Everything about development and the OpenMW source code.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 20 Sep 2011, 03:04

Just committed changes including skinned chest pieces, beast feet, and beast tails. Beast races look pretty cool!

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 21 Sep 2011, 02:31

New Videos showing off the new animation features (hands opening/closing, tails moving, chest pieces transform)
Breton wearing robe http://www.youtube.com/watch?v=kESwoTdzHGI
Female Dunmer in Beshara http://www.youtube.com/watch?v=6k0Lfza81PQ
Khajiit in Ald-Ruhn, The Rat in The Pot http://www.youtube.com/watch?v=ue6qvI-wN78

Obviously robes are not working properly, but they are working a lot better than before. In each video I am only animating one NPC.
Now if we could just get the fps up...

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raevol
Posts: 3054
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: NPC Animation

Post by raevol » 21 Sep 2011, 06:29

Amazing work jhooks1! I never cease to be amazed, every time you post these videos!

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 25 Sep 2011, 03:26

Yes!!! I finally figured out the proper way to get multiple weights working. This will fix a lot of problems with creature and NPC animation (it won't fix our performance problems though :(). For one thing, robes now animate and PERFECTLY.

May post a video or two soon.

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pvdk
Posts: 523
Joined: 12 Aug 2011, 16:34

Re: NPC Animation

Post by pvdk » 25 Sep 2011, 04:01

Great news! Clothed people with working hands!

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 25 Sep 2011, 04:25

Alright here is the new video showing off robes again. I think it looks like 10 times better now.

http://www.youtube.com/watch?v=vbwr1Fr9_7g

Performance is a lot better in this cell (2x better than Beshara). This cell is smaller and only contains 3 npcs.

gwathlobal
Posts: 9
Joined: 25 Sep 2011, 09:06

Re: NPC Animation

Post by gwathlobal » 25 Sep 2011, 09:08

Whoa! Looks great, but the groin still seems to be nailed to the air. Is it a bug or a feature?

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 27 Sep 2011, 05:01

Made some changes so that animation information for a base_anim is only stored once. FPS went from 8fps in Beshara animating all npcs to 12fps.

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 28 Sep 2011, 23:14

I am thinking now if we can determine if an npc is on the screen we should apply animation. If it is not on the screen, the time passed should be added but we should not apply animation (no transformations). I am pretty sure this is not happening right now, and if we could get it working there would be a lot of speed up.

EDIT: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=56714 now I gotta try this out.

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: NPC Animation

Post by jhooks1 » 28 Sep 2011, 23:39

:D :D :D :D :D :D :D

Tried this out, I am getting an average of 40fps now, with fps going as low as 15 in some areas of a cell and as high as 110 in others.

I think this is purely about the camera, and if there is a wall in the way, it is not seen and the npc behind a wall would be animated anyways. Not completely sure yet.

EDIT: I guess this is good for now, but ultimately we need to be able to handle 10+ npcs on the screen at once.

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