Player Animations

Developer discussion of experimental fixes, changes, and improvements.

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Player Animations

Postby Ubuntoz » Fri Feb 27, 2009 9:55 am

I think that the main nexuiz's problem are the animations of the player models...so why don't use the animation that i have see in the zymotic video?
This is not a request...only a question.
It will be nice to see a good animations because actually are terrible....and the models on players are too old!
I will thank all the people who are working in this project! :D
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Postby divVerent » Fri Feb 27, 2009 10:22 am

We appear to have nobody who can do such animations.

Many people can do that, but apparently none of them give them away under the terms of the GPL.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ihsan » Fri Feb 27, 2009 12:26 pm

The current models and animations were made in 3d studio max. The opensource alternative blender has an exporter which is still beta level (my fault). Player models are not being made simply because the tools aren't out there.
I am working on higher quality player models though. May even get motion captured animation (keep your fingers crossed).
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Postby divVerent » Fri Feb 27, 2009 12:44 pm

There is a working SMD exporter, I posted it here in some thread. But I got no feedback from any modeler who tried to use it, so apparently it was ignored by everyone. Or it means nobody is willing to work on player models anyway.

There is just no way to IMport it.


Wait, ONE guy actually used the exporter - but he didn't make animations. It was mikeeusa who was able to successfully use my exporter for the camping rifle (although he then did some adjustments in the zmodel txt file, but that could have been done directly in blender by moving/rotating the model too).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ai » Fri Feb 27, 2009 1:39 pm

I did test that exporter and gave you feedback. Well I think it was this it also created the zyms. It did work fine and all, model got exported, so did the animations. Morphed helped out getting it ingame to test it.

However, as I do not work in Blender but found a way using Maya and dpmodel I admit I have no need use that. I'm not efficient in Blender, but I do hope someone who does could help out.
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Postby Ubuntoz » Fri Feb 27, 2009 5:46 pm

So we will see anything new in nexuiz 2.5 or no? :?:
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Postby mand1nga » Fri Feb 27, 2009 6:13 pm

Ubuntoz wrote:So we will see anything new in nexuiz 2.5 or no? :?:


Too lazy to read the change log? :)

There is a very old thread regarding this subject.
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Postby esteel » Fri Feb 27, 2009 8:49 pm

Actually to lazy to try the 2.5 beta :-) As this beta means Nexuiz is in feature freeze it contains what 2.5 will look like + some bugs that we hope to find and fix till the release :D

http://forums.alientrap.local/viewtopic.php?t=4321
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Postby Ubuntoz » Fri Feb 27, 2009 10:06 pm

ok thanks i have just read about the feature freeze....maybe for nexuiz 2.6 or 3.0 :lol:
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Postby tundramagi » Sat Feb 28, 2009 5:19 am

One thing that might be beneficial is for everyone to use one common bones set for their humanoid models (if you're going to make a dog or a bolder playermodel obviously you can't use it). This way the animations would only have to be made once and new ones could be easily added. I believe some commercial games do it this way (at most they use diff male/female animations... maybe).
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