Ogre Mascot?

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omniter
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Re: Ogre Mascot?

Post by omniter »

Brutal: Funny, I changed that right before you posted. :D
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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Re: Ogre Mascot?

Post by Irydion »

Really impressive !
I like his look :)
Somebody set up us the bomb !
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Re: Ogre Mascot?

Post by KungFooMasta »

Wow that looks really good! :shock:
Creator of QuickGUI!
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omniter
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Re: Ogre Mascot?

Post by omniter »

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. :)
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Re: Ogre Mascot?

Post by Kyle_Katarn »

Image

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 :P ). 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.
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omniter
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Re: Ogre Mascot?

Post by omniter »

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.
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Re: Ogre Mascot?

Post by nikki »

I would love to see a combination of 'UpperDie' and 'LowerRun'. Along with 'HeadDance' or something... Yeah. :D
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Re: Ogre Mascot?

Post by omniter »

:? 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.
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Re: Ogre Mascot?

Post by jacmoe »

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.
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Re: Ogre Mascot?

Post by omniter »

jacmoe, only the sword animations are violent. Jumping, running, dancing, and taunting aren't violent at all, lol.
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Re: Ogre Mascot?

Post by jacmoe »

Taunting?
The only non-violent one is dancing. :P
It's fine if we only would use him in a Counterstrike-like setting. But it's okay. :)
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Re: Ogre Mascot?

Post by Kojack »

The only non-violent one is dancing.
When it comes to ogres, even dancing could be violent. :)
Some animations control the entire body. For example, the idle animation controls the upper body, face, and the lower body.
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!
(Takes a little bit more code than having explicit upper/lower animations).
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Re: Ogre Mascot?

Post by nikki »

jacmoe wrote:Taunting?
The only non-violent one is dancing. :P
It's fine if we only would use him in a Counterstrike-like setting. But it's okay. :)
Aww, jacmoe is a softy. :P
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Re: Ogre Mascot?

Post by merlinblack »

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."
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Re: Ogre Mascot?

Post by omniter »

nikki wrote:
jacmoe wrote:Taunting?
The only non-violent one is dancing. :P
It's fine if we only would use him in a Counterstrike-like setting. But it's okay. :)
Aww, jacmoe is a softy. :P
Makes you just wanna give him a big hug, doesn't it? :lol:
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Re: Ogre Mascot?

Post by omniter »

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]
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Re: Ogre Mascot?

Post by jacmoe »

Awesome, Omniter. :D
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Re: Ogre Mascot?

Post by Irydion »

I want to see that silly dance in action :lol:
Somebody set up us the bomb !
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Re: Ogre Mascot?

Post by spacegaier »

Great job! Can't wait to see him dancing in my demo applications :D ...
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Re: Ogre Mascot?

Post by Kentamanos »

Nice work :)
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Re: Ogre Mascot?

Post by sinbad »

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?
stewie_dance.jpg
stewie_dance.jpg (31.76 KiB) Viewed 10477 times
:shock: :lol:
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Re: Ogre Mascot?

Post by buckED »

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.
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omniter
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Re: Ogre Mascot?

Post by omniter »

Thanks, guys. :D
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. :lol:
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Re: Ogre Mascot?

Post by omniter »

Not fully polished yet, but I couldn't wait. :D Watch this!

[vimeo]8815075[/vimeo]
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Re: Ogre Mascot?

Post by spacegaier »

:shock: :shock: :shock:
That's truely awesome.
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