Ricebug on 21/11/2014 at 23:28
I don't want to de-rail this topic, but something that's been discussed many times is the quadrupedal motions, of which, Thief has none.
But can a motion skeleton be made to crawl/walk on hands and knees, thereby imitating the 4-legged motion?
PinkDot on 22/11/2014 at 09:27
Quote Posted by R Soul
No, but I worked those out by viewing the motion in Weyoun's editor (...)
Actually, here's how I'm going to check all the triggers. I have dumped MI info from all the Thief motions into an spreadsheet. I have a list of flags for all the motions there.
As for the 'Collapse on floor' flag - it may be Trigger 4 actually (32768), as it appears in all the motions with a "die" in the file name.
You can download the spreadsheet if you're interested:
MS Excel: (
http://www.mediafire.com/view/iab4i7rrpcf5yeu/MotionInfoDumpExt.xls)
Open Office Calc: (
http://www.mediafire.com/view/17tzi7b2dqccmjg/MotionInfoDumpExt.ods)
So far I can go through the bipedal motions, so no player arms yet. Will go back with the results.
Quote Posted by "Ricebug"
can a motion skeleton be made to crawl/walk on hands and knees, thereby imitating the 4-legged motion?
Yes, it can. First of all - somebody has done this around a year ago or so.
And secondly - humen, burricks and frogbeasts share the same skeleton, which is by default posed differently. I got my test Basso jump like a frogbeast actually... :)
It looks stiff though, because there's only 1 joint for a spine and 1 for neck and head together, but yes, we can have a creature standing and walking on 4 legs.
What will be more difficult is to make dogs or horses actually behave convincingly. This has more to do with an AI rather than motions. So a change to the engine would be required. Unless we're happy with some basic actions, of course, like walking etc..
LarryG on 22/11/2014 at 14:17
Quote Posted by PinkDot
Unless we're happy with some basic actions, of course, like walking etc..
I'm sure that would make some of us happy for a while. Dogs, cats, goats and horses would be great.
nemyax on 24/11/2014 at 10:15
Don't feet get special treatment from the engine? This might affect four-legged locomotion, because hands, used as extra feet, are not so privileged.
PinkDot on 24/11/2014 at 11:10
Not sure if it's feet or the mesh bounding box...?
Aminosav on 31/1/2015 at 20:27
update ?
SeriousToni on 1/2/2015 at 21:11
Yes, a positive update please! :)
PinkDot on 2/2/2015 at 10:56
The work is still in progress...
Hope that's positive enough! :) ;)
SeriousToni on 4/2/2015 at 20:38
Yes it is - thanks =)
PinkDot on 5/5/2015 at 12:45
Hi All,
I can't believe I am writing this, but this tool is getting really close to the beta stage! I got the rig building tools ready - just need to wrap it nicely, so people don't get stuck on installation...
It's going to be a version 0.9, meaning, that some of the features will be still in progress. Namely - so far I have focused on biped import/export. Other types of the rigs will work eventually, but at this moment they may cause some errors, as each creature type may need some exceptions etc. Anyway, bipeds will be 95% of what people need.
So, my question is - are there any volunteers to beta test it? I probably would need 3 or so people. I should be ready to release beta in around a week time or so.
In the meantime, you can:
- get comfortable with 3sdmax and its animation tools (you need at least Max 2012, but it may work backwards to Max 2010).
- make sure you know how to add custom motions to the game
I'm looking for somebody to try it with T2, T1 and potentially with SS2 AIs.
If you're interested, let me know.
Thanks!