Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion |
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Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion |
Apr 28 2013, 08:23 AM
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#1
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Contributor 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 ) T.Y. . About : http://www.shsforums.net/topic/56182-true-...rs/#entry557587 Credit : Iavatar model by Mr. Lotboss PS : 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 . This post has been edited by salomonkane: May 5 2015, 08:10 PM -------------------- -In Progress-
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May 9 2013, 07:20 PM
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#2
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Contributor Posts: 93 Joined: 31-December 10 |
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 ... : 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 -------------------- -In Progress-
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May 10 2013, 01:31 AM
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#3
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Contributor Posts: 93 Joined: 31-December 10 |
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. This post has been edited by salomonkane: May 10 2013, 02:00 AM -------------------- -In Progress-
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May 10 2013, 09:52 AM
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#4
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Contributor Posts: 93 Joined: 31-December 10 |
Casting Spells :
Casting animation sequence from NWN 1 (*), Vs cast animation from BG (**), & some special guest : (*) : 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 This post has been edited by salomonkane: May 10 2013, 07:50 PM -------------------- -In Progress-
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May 10 2013, 05:46 PM
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#5
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Contributor Posts: 93 Joined: 31-December 10 |
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. This post has been edited by salomonkane: May 10 2013, 06:13 PM -------------------- -In Progress-
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May 11 2013, 02:12 PM
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#6
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Contributor Posts: 93 Joined: 31-December 10 |
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 -------------------- -In Progress-
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May 13 2013, 08:08 AM
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#7
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Contributor Posts: 93 Joined: 31-December 10 |
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 (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 This post has been edited by salomonkane: May 19 2013, 12:01 PM -------------------- -In Progress-
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May 17 2013, 11:36 AM
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#8
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Forum Member Posts: 11 Joined: 12-June 06 From: Germany, Lower Saxony |
Wow, this is really stunning! You should talk to Erephine or Miloch ->Infinity Animations
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May 19 2013, 11:24 AM
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#9
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Contributor Posts: 93 Joined: 31-December 10 |
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. [Edit] : In Game http://www.youtube.com/watch?v=sZ6U0I2xT4c This post has been edited by salomonkane: May 21 2013, 04:34 PM -------------------- -In Progress-
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May 26 2013, 12:21 AM
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#10
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Contributor Posts: 93 Joined: 31-December 10 |
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) 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. This post has been edited by salomonkane: May 28 2013, 01:36 PM -------------------- -In Progress-
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May 27 2013, 12:27 PM
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#11
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Contributor Posts: 93 Joined: 31-December 10 |
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) This post has been edited by salomonkane: May 30 2013, 05:14 PM -------------------- -In Progress-
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May 28 2013, 01:32 PM
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#12
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Contributor Posts: 93 Joined: 31-December 10 |
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 ... : Credit : Ibidem as above -------------------- -In Progress-
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May 30 2013, 03:35 PM
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#13
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Contributor Posts: 93 Joined: 31-December 10 |
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 ... 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 . This post has been edited by salomonkane: Jun 28 2013, 06:02 PM -------------------- -In Progress-
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Jun 4 2013, 08:33 AM
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#14
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Forum Member Posts: 11 Joined: 12-June 06 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 This post has been edited by Jarl: Jun 4 2013, 08:33 AM |
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Jun 20 2013, 12:04 PM
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#15
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Contributor 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 , 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, http://www.baldursgate.com/We recently removed Baldur's Gate: Enhanced Edition from sale Hoping what it's for the benefice of the community . * : The show must go on ... This post has been edited by salomonkane: Sep 16 2013, 09:25 AM -------------------- -In Progress-
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Jun 25 2013, 12:15 PM
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#16
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Forum Member Posts: 11 Joined: 12-June 06 From: Germany, Lower Saxony |
Have you already tried to get the animations from Neverwinter Online?
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Jun 28 2013, 05:17 PM
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#17
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Contributor Posts: 93 Joined: 31-December 10 |
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 .. : 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 -------------------- -In Progress-
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Jun 29 2013, 09:57 AM
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#18
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Contributor Posts: 93 Joined: 31-December 10 |
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 : This post has been edited by salomonkane: Jul 4 2013, 09:47 AM -------------------- -In Progress-
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Jul 1 2013, 07:47 PM
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#19
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Contributor Posts: 93 Joined: 31-December 10 |
Animation, Modeling, Conversion
Rigging & Skinning Model Troika Stuff : Temple Of Elemental Evil Troll (Garry Gygax design style), oldies but goodies : 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 . This post has been edited by salomonkane: Jul 4 2013, 01:17 PM -------------------- -In Progress-
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Jul 2 2013, 10:32 AM
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#20
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Contributor Posts: 93 Joined: 31-December 10 |
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 . Process : 3ds max/NWN max/Iclone 3dx exchange . This post has been edited by salomonkane: Jul 2 2013, 05:57 PM -------------------- -In Progress-
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