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Animation

Page history last edited by Patrick Coan 14 years ago

Progress


4/16;

Robert says he thinks he knows what has been causing the problem,

End;

Melee and Taunt

Jump- not currently tiggering

Forum reply pending

 


 

Currently implementing biped animations

 


 

ANIMATION LIST

Movement  Progress Complete
Run (Fwd, Bwd, StrafeR, StrafeL) All but Bwd anim done.   
Crouch (Fwd, Bwd, StrafeR, StrafeL)
Only Fwd done so far   
Prone (Down, Up) Done   
Idle Done   
Jump (Pre, Land)
Done and needing to be placed in-game   
Double Jump (Pre, Land)???    
Climb???
   
 
   
Attacks 
Progress
Complete
Punch Done and needing to be placed in-game 
 
Kick Done and needing to be placed in-game 
 
Swing Weapon
Done and needing to be placed in-game 
 
Throw Object???
   
 
   
Interaction
Progress
Complete
Pick-up item???    

Put-down item???

   
Open Door???
   
Use Key ???
   
Special Pick-up for certain Quest Items ???
   
Open Clam ???
   
     
NPC's 
Progress
Complete
Strange Looks???    
Shake Fist???    
Point at Player???    
Surprise ???    
Shock ???    
Panic ???    
Scared ???    
     
     

 

 

 

Process


 

- Using a mix of motion capture animation and hand animation with a biped rig in max to create all the animations for the game.

 

 - Using the ActorX plug-in for Max to get two files needed for UDK (.PSA and .PSK)

 

 - Following the tutorial on their page (http://udn.epicgames.com/Two/ActorXMaxTutorial.html) and adding one thing.

 

 - I un-check the "bake smoothing groups" option.

 

 - I then follow this tutorial (http://forums.epicgames.com/showthread.php?t=717339) to get everything into UDK. There is an editor that looks a lot like Kismet and allows you to put all your animations in the correct places and blend them properly, according to user input.

 

 

Need to create a list of basic animations we might need in the game (no matter how simple or how crazy). Some may be omitted

 

Comments (4)

Robert T. Ashley said

at 11:42 am on Mar 28, 2010

My goal for Monday's class is to come in with a simple walk and stealth animation that plays in the game and blends properly between the two. We haven't talked about controls yet, but (for testing purposes) I will make "Walk" the default and "Stealth" will trigger when the user holds down the "ctrl" key.

Robert T. Ashley said

at 6:20 pm on Mar 29, 2010

Found this tutorial ( http://www.unitylabs.net/tutorials/animation/editing-mocap-animation ) useful for just locking my animation in one place, but it has a lot of good info on Biped Animation.

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