Hi all, As I'm working on the ragdoll plugin, I also need a model to test it. >From now, I've chose to use the "frankie" model from Yo Franckie, as it is the only good-looking animesh model I have so far.
But, I expect that I will be working more and more on the animation system in CS, for example by writing an inverse kinematic solver (IK) or a facial animation system. And the frankie model is not well suited for IK, as the proportions of the arms and legs are very small. Well, I would also be happy if a better test model was added to the CS repository :) Here are some ideas I got about the needs of Jorrit: About the model: - it should have about 20 bones for the whole skeleton, plus about 20 bones per hands - it should be textured + diffuse and specular maps - it would also need the colliders and physical properties from the bonemesh that is currently being written (but I can make it by myself if I have the Blender file of the model) - it can have some hairs and/or clothes that would be animated separately through ragdoll Animations: - Basic movement: - 4: slow side step to left - 4: fast side step to left - 4: slow side step to right (but this may be achieved by mirroring the animation to the left) - 4: fast side step to right - 4: slow step forward - 4: fast step forward - 4: slow step backward - 4: fast step backward - 3: crouched side step left and right + step forward and backward (total: 4 animations) - 3: from upright to crouched - 3: from crouched to upright All this animations will work only on flat terrains. If we want it to work also on any terrains, then we will also need all this animations with a step up and down. If we have all this animations, then we would be able to generate any movement through blending (like in http://www.gamasutra.com/features/20030704/edsall_01.shtml) - Interacting: - most of the animations desired by Jorrit can be done with an IK solver + canned animations of the hands - except 3: Pushing/pulling a box or object - Animations with weapons (one or two guns) in hand: - These animations can be made only for the upper body (mostly the arms and hands), to be blended with the animations of the basic movement - 2: Turning head and aiming while looking around: needs only the aiming up/down animations, to be blended with an IK solver animating the head and torso. - Jumping animations with weapons in hand Same remark as the previous animations, except that the tumble would need a specific animation if the humanoid has or not his hands free. - Other - Dying: this can be done through ragdoll. However, some hand-made animations can be blended to add more realism. In this case, we also need: - dying while upright from an impact from face/back/left/right - dying while crouched from an impact from face/back/left/right And I also add another need: - facial animations (morph targets) We can use the same morph targets list as the Source engine: http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set They would be blended to create any facial expression like in: http://developer.valvesoftware.com/wiki/Facial_Expressions_Primer Maybe we would have more chance to find somebody to do this if we post this request on the Blender mailing list? Regards, Christian On Tue, 2009-08-18 at 08:22 +0200, Jorrit Tyberghein wrote: > Hi all, > > I have been playing Tomb Raider Anniversary a bit and I marveled at > the animations and > control possibilities you have to interact with the environment. So I > decided I would like > to work on doing something similar in CS or more in particular CEL. The > current > celtest demo really has pretty bad animation and movement control. At > least if you > compare it to something like Tomb Raider. So I think we have some work to do. > I can do the coding and I can even make a few levels but I can't do > animations. I would > like to get some help in that area. More in particular I need someone > who can make > a model in Blender specifically for animesh. It should be a humanoid > model (male or > female) and (at least) support the following animations (the number after > each animation is the importance of this animation with 1 being low > priority). It is > possible that I forgot some important animation in this list: > > - Basic movement: > - Slow walk (4) > - Normal run (4) > - Cautious walk, sneak (2) > - Crouch (3) > - Crouch and walk (3) > - Tumble while walking (1) > - Interacting: > - Pushing a button (3) > - Pulling a lever down (3) > - Picking up an object on ground (3) > - Taking weapon in hand from belt (3) > - Putting weapon back in belt (3) > - Pushing/pulling a box or object (3) > - Various idle animations: > - Model doing nothing but just looking around (turning head) (4) > - Tieing his/her shoes (1) > - Fumbling his/her hair (1) > - Fumbling his/her clothes (1) > - Stretching (1) > - ... > - Various jumping animations: > - Jump upwards (with hands up, if possible to grab something) (3) > - Jump forwards (with hands in front) (3) > - Dive with head forward (1) > - Animations with weapons (one or two guns) in hand: > - Slow walk (3) > - Normal run (3) > - Cautious walk, sneak (1) > - Crouch (2) > - Crouch and walk (2) > - Turning head and aiming while looking around (2) > - Jumping animations with weapons in hand: > - Jump and tumble forwards (1) > - Jump and tumble sideways to the right (1) > - Jump and tumble sideways to the left (1) > - Various hanging and balancing animations: > - Hanging on a ledge (2) > - Hanging with one hand on a ledge and loosing balance (1) > - Standing on a very small object (trying to keep balance) (1) > - Standing on a very small object and loosing balance (1) > - Gliding from a slope (2) > - Hanging on a rope (1) > - Swinging on a rope (1) > - Climbing up/down on a rope (1) > - Climbing up/down on a ladder (2) > - Pulling up after hanging on a ledge (2) > - Other: > - Dieing (3) > - Swimming on surface of water (1) > - Swimming under the surface (1) > > I realize this is a lot of animations but perhaps some of these can be > combinations. > For example, the animations with weapons in hand can probably be made from > the normal movement animations blended with an animation to hold weapons > in hand. > > So, who is volunteering to help me with this? This model would be used at > least > for inclusion in CEL as the basic celtest demo but perhaps it can also be used > to make a game. > > Greetings, > > > -- > Project Manager of Crystal Space (http://www.crystalspace3d.org) > and CEL (http://cel.crystalspace3d.org) > Support Crystal Space. Donate at > https://sourceforge.net/donate/index.php?group_id=649 > Personal page: http://users.telenet.be/jorritTyberghein/ > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > Crystal-main mailing list > crystal-m...@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: > mailto:crystal-main-requ...@lists.sourceforge.net?subject=unsubscribe -- Christian Van Brussel, Research assistant UCL/EPL/TELE Batiment Stévin, Place du Levant, 2 B-1348 Louvain-la-Neuve, Belgium christian.vanbrus...@uclouvain.be +32 10 47 85 55 ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Cel-main mailing list Cel-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/cel-main