Ogre Mascot?
- omniter
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Re: Ogre Mascot?
Brutal: Funny, I changed that right before you posted.
I'm a little colourblind, by the way guys, so definitely fix up the texture colours for me after I'm done.
I'm a little colourblind, by the way guys, so definitely fix up the texture colours for me after I'm done.
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- Kobold
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- omniter
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Re: Ogre Mascot?
Finished the idle animation, 2 hand states, upper and lower body running animations, and sword drawing animation (reverse for sword return). All of the animations apply to different parts of the body and can be mixed in-game so the character can, for example, run while attacking. I still plan to make a few different sword attack animations, a taunt, a dance, a jump, and a death animation.
- Kyle_Katarn
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Re: Ogre Mascot?
Literally my reaction when I saw the animation. Holy crap man the model is so damn awesome, I cant find the words to describe it (lets not mention that I just did ). I love the animation too, there's alot of detail to facial expressions and it's very fluid and natural.
Please keep us posted.
P.S. Maybe you could add that "Feelin' Purrty" as an animation for when the player is idle for too long, or even as the taunt animation. Maybe a little shake of the booty, too.
xD
P.P.S. How exactly do you allow the animations to be mixed and matched for games, like how do you animate for it? I've always wondered.
- omniter
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Re: Ogre Mascot?
Thanks, Kyle_Katarn, And LOL, that genie looks just like him, actually.
To make him run, you would enable two animations: "UpperRun", "LowerRun". They animate his upper and lower body, respectively. Since they have no overlaps in the bones they control, they both get full weight. Now, to make him swing a sword, just disable "UpperRun", and enable "SwingSword1", or something like that. After that animation is over, go back to "UpperRun". Instead of suddenly switching from one animation to the other, you could try smoothly transitioning by changing the weights. Note that these animations don't control the hands at all. This is so he can run empty-handed and with swords, using the same running animation. To run empty-handed, enable the "HandsRelaxed" animation. To run with swords, attach sword entities to the "Handle.L" and "Handle.R" bones, and then enable the "HandsClosed" animation. As you can see, it's a lot more complicated than the robot or ninja. I'll probably release a video tutorial on how to use him.
To make him run, you would enable two animations: "UpperRun", "LowerRun". They animate his upper and lower body, respectively. Since they have no overlaps in the bones they control, they both get full weight. Now, to make him swing a sword, just disable "UpperRun", and enable "SwingSword1", or something like that. After that animation is over, go back to "UpperRun". Instead of suddenly switching from one animation to the other, you could try smoothly transitioning by changing the weights. Note that these animations don't control the hands at all. This is so he can run empty-handed and with swords, using the same running animation. To run empty-handed, enable the "HandsRelaxed" animation. To run with swords, attach sword entities to the "Handle.L" and "Handle.R" bones, and then enable the "HandsClosed" animation. As you can see, it's a lot more complicated than the robot or ninja. I'll probably release a video tutorial on how to use him.
- nikki
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- omniter
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Re: Ogre Mascot?
Heh. Some animations control the entire body. For example, the idle animation controls the upper body, face, and the lower body. The only things it doesn't control are the hands, so he can idle with or without swords.
- jacmoe
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Re: Ogre Mascot?
I'd like to have some non-violent animations, but if the source for him is available, I can probably wait and add them myself.
Walking, picking up things, etc.
Walking, picking up things, etc.
/* Less noise. More signal. */
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- omniter
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Re: Ogre Mascot?
jacmoe, only the sword animations are violent. Jumping, running, dancing, and taunting aren't violent at all, lol.
- jacmoe
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Re: Ogre Mascot?
Taunting?
The only non-violent one is dancing.
It's fine if we only would use him in a Counterstrike-like setting. But it's okay.
The only non-violent one is dancing.
It's fine if we only would use him in a Counterstrike-like setting. But it's okay.
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- Kojack
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Re: Ogre Mascot?
When it comes to ogres, even dancing could be violent.The only non-violent one is dancing.
Luckily we have blend masking which can turn on/off any bone in an animation, so we could do something like mixing dancing (only lower bones enabled) with idle (upper bones turned on) to get river dance!Some animations control the entire body. For example, the idle animation controls the upper body, face, and the lower body.
(Takes a little bit more code than having explicit upper/lower animations).
- nikki
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- merlinblack
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Re: Ogre Mascot?
This has inspired me to get better with Blender.... and also has me imagining a game not unlike Ankh but with Ogre Pirates
"He'd never realized that, deep down inside, what he really wanted to do was make things go splat."
Terry Pratchett, Reaper Man
Terry Pratchett, Reaper Man
- omniter
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Re: Ogre Mascot?
Makes you just wanna give him a big hug, doesn't it?nikki wrote:Aww, jacmoe is a softy.jacmoe wrote:Taunting?
The only non-violent one is dancing.
It's fine if we only would use him in a Counterstrike-like setting. But it's okay.
- omniter
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Re: Ogre Mascot?
Did a vertical sword swipe animation, and made the animations more "combinable". For example, when Sinbad's running, his body leans forward, so all his upper body animations will look different when he's running than when he's standing still. Also, I had to make him look up slightly so he's still facing forward. So now it's no longer just an "UpperRun" and "LowerRun". It's "RunBase" and "RunArms". Also did the silly dance animation. It's based on the 2D sprite I made for the SDK (also in my avatar). Here's a video.
[vimeo]8704680[/vimeo]
[vimeo]8704680[/vimeo]
- jacmoe
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Re: Ogre Mascot?
Awesome, Omniter.
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- Kobold
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- spacegaier
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Re: Ogre Mascot?
Great job! Can't wait to see him dancing in my demo applications ...
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- Kentamanos
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Re: Ogre Mascot?
Nice work
- sinbad
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Re: Ogre Mascot?
Just caught up with this thread, some amazing work Omniter! I love the idle animation particularly.
Why can't I help thinking of this when I watch that dance animation?
Why can't I help thinking of this when I watch that dance animation?
- buckED
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Re: Ogre Mascot?
Great work omniter. Since you mentionned tutorials:
What kind of tutorials were you thinking about?
Only such about how to use the animations together,
when using him with ogre or did you also plan on making
such on how to create these animations in blender
in the first place?
Just wanted to be sure I got your Point.
What kind of tutorials were you thinking about?
Only such about how to use the animations together,
when using him with ogre or did you also plan on making
such on how to create these animations in blender
in the first place?
Just wanted to be sure I got your Point.
Many of life's failures are people who did not realize how close they were to success when they gave up.
~ Thomas Edison ~
~ Thomas Edison ~
- omniter
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Re: Ogre Mascot?
Thanks, guys.
buckED: I meant tutorials on how to use the model in OGRE. There are tons of Blender tutorials out there who will do a better job at teaching animation than I can.
buckED: I meant tutorials on how to use the model in OGRE. There are tons of Blender tutorials out there who will do a better job at teaching animation than I can.
- omniter
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- spacegaier
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Re: Ogre Mascot?
That's truely awesome.
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