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> Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion
salomonkane
post Apr 28 2013, 08:23 AM
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Posts: 93
Joined: 31-December 10




Hello everyone,

I'm requiring help about news discovery in matter of animation creation for IE games, and especially for BG series .

Here could be discussed techniques and issues concerning bam editing/creation .

First of all, this is one example of amazing possibility delivered by the works of infamous heroes of various modding community,
adapted by me, in circumstance to Infinity Engine canvas, with Baldur'Gate like sprite :



Then which help, infos , I need ?

Well, could you please explain me :

1) How work the indexed palette system in I.E. ?

2) The limitations Engine about new sprites/animations integration ?

3) How to proceed to integrated new animation via modding pipeline (WeiDu & Co)

Perspective :
I'm looking also animator/modeler/modder than could, would be, give some tips about the original games creation assets (by eg vanilla model polygon structure ...), in the eventually of recreated some of them (cause they're "lost") with all this news animation possibility ...
And of course, need help to spell/fx making, to adjust effect for this new sprites (I'know that some people are very skilled about this, around smile.gif )

T.Y. .



About :
http://www.shsforums.net/topic/56182-true-...rs/#entry557587

Credit :
Iavatar model by Mr. Lotboss

PS : excl.gif
Because of a huge amount of .Gif/pictures in this Topic, I suggest you to switch the option board (in the bottom right) to "outline", for your navigation comfort/lag .
Cheers . beer.gif

This post has been edited by salomonkane: May 5 2015, 08:10 PM


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salomonkane
post May 9 2013, 07:20 PM
Post #2





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Genesis :

Hello,

I want to thank all the authors of this tutorial,

QUOTE
How to make your own Avatar graphics ?
written by Fatale and TME


Which in this topic, put me on the right direction :



http://iesdp.com/IesdpOld/General/AvaGraph.htm

Today I am able to confirm their intuition and their choice of predilection tools for making custom Avatar, and announce that we can clone the animation sequences of the Aurora Engine to Infinity Engine (or another Isometric Engine) and this with virtually any 3d models (especially the bipeds) .


The New Age :

Example :

Succubus, original model from NWN 1 :



Original animation battle sequences (without wings, yet) :



And now with custom, acting, motions :



And this is custom Character (winged weaponized succubus like avatar (*), with NWN 1 motion/sequences ... smile.gif :



What does it mean ? :

This means that we can with animation sequences (here from : NWN 1) conform to the standard of the Infinity Engine (**),
one hand animate different models of our choices but also export their associate animation sequences from the same pipeline and enhance characters interactions or the game-play, and / or role-play in various mods or in various games (RPG like, by eg.) .
As long as the engine allows, and especially as long as/if these new perspectives are associated with new "hacking" perspectives and are freed from the engine limit and of the wall of the code.


Then,

Question :

Is what the Infinity Engine can handle more sequences than it already has ? And how can it support more by characters ?

T.Y.

(*) : (need animated wings and physics/clothes & others tuning like shadow)
(**) : (basically same action animations)

Some sources :
http://www.shsforums.net/topic/43503-ia-content-thread/

Credit :
Pipeline : 3ds max/NWN max plus plug-in/Iclone/Iclone 3DXchange
Iavatar : Iclone Comm.

This post has been edited by salomonkane: May 10 2013, 08:01 PM


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salomonkane
post May 10 2013, 01:31 AM
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NWN sequences vs BG/I.E. animation sequences :

Here is an overview of medium size .Gif, from some NWN's sequences (not fighting) to appreciate (or not) the integration, the diversity, of these animations on an avatar of recent games (here Assassin's Creed), and to consider the porting of these sequences or model to I.E. ...



We can recognize in part some of the of Baldur's Gate sequence :

QUOTE
Pause
Ready
Attack -Slash
Attack -Backslash
Attack -Jab
Attack -Shoot
Damage
Die
Sleep
Awake
Conjure
Cast

-standing
-fighting stance
-walking
-kicking
-being kicked
-falling down
-twitching in death throes
-getting up
-spellcasting


Credit : Iavatar rip. Iclone Comm.

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salomonkane
post May 10 2013, 09:52 AM
Post #4





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Casting Spells :

Casting animation sequence from NWN 1 (*),



Vs cast animation from BG (**), & some special guest happy.gif :




(*) : Here the bones of the arms/model should be better calibrated
(**) : Sprite with "funky" false palette indexed color

Credit : I.E. Tool : DLTCEP, BamWorkShop II

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salomonkane
post May 10 2013, 05:46 PM
Post #5





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Battle moves :

Some samples of battle stances/moves from original NWN, integrated in custom characters :

Here with particle/spell effect,



&, kunoichi/ninja style girl with double weapon :



Credit : Avatar, DAZ/Iclone, Comm.

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salomonkane
post May 11 2013, 02:12 PM
Post #6





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Animation, mixed pipeline, motions mix
Role Play, Forgotten Realms Background


And now, this is a Cyric guy from D&D Daggerdale, with Animations mixed, from Original games + Iclone Motions, + NWN animations ...



Freaking Awesome ... No ?

Sprite (*) :



Process :

By me, salomonkane :
Export animation and model from game with Unreal Viewer, import data in 3ds with ActorX Importer script, then export to Iclone Exchange, recalibration of the model, motions integration in Iclone, render .

(*) : Test work on light & shadow .

Credit : All credit to artists/developers/producer of the games, & /soft/tool/script, previously mentioned .

This post has been edited by salomonkane: May 13 2013, 11:34 AM


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salomonkane
post May 13 2013, 08:08 AM
Post #7





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Posts: 93
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Computer Graphic knowledge and Infinity Engine,
Batch conversion
Various issues & questions :


Here I need some clarifications/help to try to automate the process of conversion of 3d models in Bam (Black Isle animations) (*) :

I ) Specific issues :

a ) Could you tell me the proper measures for the BG isometric perspective ?, or how do you comply with the BG perspective ?

b ) How the light is it managed by the engine, or how designers have they implemented the effects of light, ditto for the shadows (night & day cycle) ?,

c ) Do you know if cloaks/clothes have flowing clothes effects in IE, if not , do you think it could be useful or necessary cosmetic add-on ?

d) Moreover, if we compare the models of NWN and BG, and if one identifies their differences, I note that the hands, fingers from BG characters are articulated those NWN not, it would be appropriate to make them ?

e) I personally would very much like new actions / animations (combo. ?) in the game, such as an active shield action to defend and protect,
Otherwise I imagine very well the myriad of news possible interactions :
Related to Romances (even if it's not my cup of tea) or Friendship, in City/ Area characters IA, Scenery Interaction in Quest Mod, in new Profession,
New &/or Custom PC/NPCs/Creature/Gears/Equipment/Mounts/Means of Travels etc., etc., that we may now associate.
And for you which potential in terms of innovation that could bring new animations in the actual game ?

II) General aspects :

1) Someone would have to share : Presets/Scripts/3ds (3d Soft)/NWN/BG/Games/Pipeline to facilitate conversions ?

2) For those who mastered the "BAMisation" process , what advice would you give to properly realize the creation of sprites in IE ?

3) For those who mastered the engine limits that are immediate issues do you see in this type of project ?


T.Y.

Illustrations :

Hand/Fingers :

Sarevok vs Kick-Ass NWN Doom Knight Dark Sun Gladiator Sarevok like custom Sprite tongue.gif (ouf.)



NWN Model have not animated fingers ... yet ... ?

Flowing Clothes/Cloak :

One of panoply of Daggerdale fighter, in original combo. action style



Add flowing clothes effects or not, and how to do it simply, that's is a question ... ?

(*) : Acronym : BioWare Animation Medium

About :
http://www.geocities.ws/daeth1/BAM.htm

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Jarl
post May 17 2013, 11:36 AM
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From: Germany, Lower Saxony




Wow, this is really stunning! You should talk to Erephine or Miloch ->Infinity Animations
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salomonkane
post May 19 2013, 11:24 AM
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Non Standard Creature
Walking / walk cycle
Shadow variables
Animated Wings & Tails
Animated Jaws/Face


Balrog from LOR : Conquest/Pandemic Studios (*)



Here the idea is to see in a walk cycle the eventual improvements to make in terms of movement and expression of the creature, as well as the juxtaposition of the shadows ...

The same concept/issues with Jump Motions :



Credit : Model rip from Free 3D Models Comm.

P.S. :
@Jarl, Thanks for the comps. smile.gif

[Edit] : In Game
http://www.youtube.com/watch?v=sZ6U0I2xT4c

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salomonkane
post May 26 2013, 12:21 AM
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Physics/Constraints
Animation tuning
Animation IE integration
BAM format
Transparency/Alpha-blending


As you can see here I've managed to make work Flowing Clothes effect on this character,
and improve, (it seems to me) the animation of fingers ... :

(dedicated to all LOK lovers) closedeyes.gif



But as it is not yet perfect,

This leads me to consider the effects of collision and constraints associated with 3d physics environment, in a 2D pre-rendered process, especially with the BG Engine format & environment specificity (BAM vs alphablending/shadow etc .) ...

Credit : LC GOF/DLC, character ripped/mapped/animated, by me, with Xnlara and LOK Comm. tools & tips on 3ds/Iclone pipeline.

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salomonkane
post May 27 2013, 12:27 PM
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Battle stance
Animation tuning
Hand posture/Gesture
Weapon/Custom Weapon
NWN motion


Here I am looking to identify the positions of guards/weapon, especially with animated hand tests motion :




And this is sprite format with NWN battle stance (non-exhaustive), in light & shadow, physics; tuning, testing scene :




Credit : LOK-SRII, ModelEX/Noesis (to rip the reaver) & 3ds max/ Iclone pipeline & template (for animation)

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salomonkane
post May 28 2013, 01:32 PM
Post #12





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Animation, composting, re-compositing
Wings, animating wings,
Transparency, alphablending
Wings & physics,


Here i 'm trying to recompose original animation of the wings for this character, the task is not easy, cause i'm must to deal with realistic rendering and with various constraints (as shadow, transparency, and material rendering), which will have to be integrate perfectly in IE more later ... wink.gif :



Credit : Ibidem as above


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salomonkane
post May 30 2013, 03:35 PM
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Animation, composting, re-compositing
Wings, animating wings,
Transparency, alphablending
Wings & physics,
Character Motion Design


Ok, then, i've find a solution for the various issues previously mentioned :

You can see, below, the comparison with the same animated sequences from Daggerdale :






What a pleasure to enjoy such a large of animations panel for new characters ... biggrin.gif

Character / Motion / Design :

Eventually the character design that we want assigned to the new characters will probably require to customize certain sequences in game itself .
For example here I have chosen to make fairly rigid wings, but we could be quite more tuning the soft/hard/spring effect (like for run_ sequence for example) .

BTW, this a exaggeration test with spring effect mimic / semi-rigid wings on NWN motion :



I.E. Animation Integration :

It is obvious that the integration of certain sequences associated with transparency effects should be recast, indeed alphablending in a BAM image format is not supported (maybe need to cropping), by the Infinity Engine the Baldur's Gate Engine ... , yet .


Process : Alpha Mask/Transparency/Texture with Photoshop, Iclone pipeline, Daggerdale Motion, NWN motion .

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Jarl
post Jun 4 2013, 08:33 AM
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From: Germany, Lower Saxony




Alpha Blending will be integrated into BGEE or at least this has been announced: List of things that has been announced

Jarl smile.gif

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salomonkane
post Jun 20 2013, 12:04 PM
Post #15





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Posts: 93
Joined: 31-December 10




Animation, Modeling, Conversion
Pipeline Stress Test
WIP


Hey Folks,

This a little preview on the models and animation with I working/playing around , in a little "medieval jig dance" stress test :

Oppa laugh.gif , in a Skyrim style ... :



Details :



Exp., Issues & Fix in Wip :

Dummy character from Skyrim,
Test on Physics with LOK
Test on Rigging & Skinning with DIII
Test on Texture with MK9 ...

See you .

About :
Common Animations
http://www.youtube.com/watch?v=HDVVnyIUONM

Others Credits :
DIII, MPQ Extractor/Cain's Aide/D3AppConvert2Obj/D3TexConv; MK9, Unreal Viewer/ActorX Importer .

BAM 2.0 :

QUOTE
Alpha Blending will be integrated into BGEE or at least this has been announced: List of things that has been announced
Indeed Jarl, but you see I've talking about this issue (alpha channel) here :

Flipbook animation transparency
http://forum.baldursgate.com/discussion/co.../#Comment_12068

Request a new BAM editor against the obsolescence of actual tools (BWShop I/II), but no response ... :

Possible creation of a toolset for the Enhanced Infinity engine?
http://forum.baldursgate.com/discussion/co.../#Comment_52585

And as you can see actually, the production of Enhanced stuff seem to be in suspend, *Edit*

QUOTE
Dear Friends of Baldur's Gate,
We recently removed Baldur's Gate: Enhanced Edition from sale
http://www.baldursgate.com/

Hoping what it's for the benefice of the community . thumb.gif

* : The show must go on ... grinteeth.gif

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Jarl
post Jun 25 2013, 12:15 PM
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Have you already tried to get the animations from Neverwinter Online?
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salomonkane
post Jun 28 2013, 05:17 PM
Post #17





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Animation, Modeling, Conversion
Rigging & Skinning Model

Bioware Stuff :

Jade Empire

WIP :
Without monk skirt, and without animated fingers ..., yet .



Here : biceps transverse weight must be increase ...

Kung-Fu Fighting .. Huh .. ph34r.gif :



Here : skinning test/footwork/torsion motion

Process : Capture 3d Model in "T" pose with Ninja Ripper, rigging and skinning with biped & plug-in in 3ds, animation in Iclone pipeline with motion capture (Iclone Comm.) & NWN animation (above).

P.S. :
@ Jarl,
QUOTE
tried to get the animations from Neverwinter Online ?
, in ToDo list ... (for pre-rendering to I.E. modding integration purpose) .

This post has been edited by salomonkane: Jun 29 2013, 11:07 AM


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salomonkane
post Jun 29 2013, 09:57 AM
Post #18





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Character Animation Design,
Enhancements Ideas,
Improve Game, Play/Role-Play :
Critical Hits, Falls, Damages Localization, Special Skill/Ability/Move/Hit/Attacks/Combo


The purpose here, it's to find/improve the adequate monk character/kit fighting stance, in adequation with original Baldur's Gate animation sequences (speed, frames, & others action .Bam spec.) ... :





Moreover,
Some of these sequence (fall & hit/throat, head, abdomen ...) illustrate some possibilities to customize the game play, as the famous localized Fallout system damage, or could be give some more diversity for in-game damages animations sequences like for critical hits .

Sources :



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salomonkane
post Jul 1 2013, 07:47 PM
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Animation, Modeling, Conversion
Rigging & Skinning Model

Troika Stuff :
Temple Of Elemental Evil


Troll (Garry Gygax design style), oldies but goodies wink.gif :





In a catch bees stress test motion .
Little issue with inside mouth mesh/transparency, due of importing process, could be fixed by editing poly .

.Bam :



Without shadow yet ...

Credits & Process :
Extract, Import model with skmtoolset on Anim8or, Rigging, Skinning & apply motion in 3ds .
Export animation in BMP 8 bit sequences, convert to .Bam with DLTCEP .

Variant :

With NWN motion & Iclone motion, mix, in Iclone pipeline :




You can noted the animated fingers in the second sequence ...
Not .Bam yet with this pipeline variant, due of various image sequences BMP export issues with Infinty Engine indexed palette in DLTCEP/BWShop II .

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salomonkane
post Jul 2 2013, 10:32 AM
Post #20





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Motion Exchanges
Monster Motions :


You can see here the portage of NWN troll motion to TOEE Troll :



*Edit* :



Various weight skinning issues supposed fixed (on head/arms/foot) for your visual enjoyment . happy.gif

Process
: 3ds max/NWN max/Iclone 3dx exchange .

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