The ai Frontier - My ups and downs

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby tZork » Wed Apr 08, 2009 3:09 pm

Well, like i said its just a guess =). This was the bug with some anims i made for another thing a while back. (curiously it looked fine in the editor).
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby [-z-] » Wed Apr 08, 2009 4:54 pm

otherwise, it's looking good :)

keep up the great work ai
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Postby ai » Wed Apr 08, 2009 8:42 pm

I posted a vid on the jumping sequence, this way more people can probably see this without having to fiddle with files and actually having the game.
This jump animation is odd, because when you laser jump for instance you first take damage (which the pain1 or pain2 will play) then right after the jump animation is played, and because of that it just looks weird.

A solution would be to not have the legs bend but then jumping wouldn't even be looking that good (almost like current animations). There is a bit of a problem already as as soon as you hit jump you jump, because of this the animation might look a bit unsynchronized, which again interferes with the freedom of how the jump animation looks like (however, this is easier to get past than the other problem).

Any comments?
Link: http://www.dailymotion.com/user/RandomP ... t_creation
Last edited by ai on Wed Apr 08, 2009 9:33 pm, edited 2 times in total.
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Postby Icarus » Wed Apr 08, 2009 9:20 pm

its funny how when you laser really high its jumps again midair. otherwise VERY nice work
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Postby [-z-] » Wed Apr 08, 2009 9:27 pm

Icarus wrote:its funny how when you laser really high its jumps again midair. otherwise VERY nice work


seconded
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Postby ai » Thu Apr 09, 2009 6:26 am

Ok, updated the link above to now have a more fixed version of a running cycle, and feedback concerning it would be appreciated.
I'll include the link here as well: http://ai.planetnexuiz.de/Models/Player ... 0.78.2.pk3

Icarus wrote:its funny how when you laser really high its jumps again midair. otherwise VERY nice work

Yeah this is a weird coding thing. I've also discovered that if you press duck while in air (or in water for that matter) the jump animation plays right after as well. Now it boils down to if this can be changed and if someone then is willing to change this thing or if I should make a rather boring jump animation like current. I really wanted a real jump animation but with how the current system works it doesn't seem like I can (otherwise you will get these funny jump while in midair).

So before I can continue I would need an answer if it could be changed or if I should go ahead and create an animation that fits current coding. I don't mind either way, don't want to give the devs more work that necessary.

EDIT: I've talked to the devs and it seems we have agreed on a solution. There will be a new animation made which will replace jump (while in air). But in order for that to happen the existing models needs this animation as well which I will try to create. In the meantime I will just create a temp jump animation for this model and finish it once I've seen if I can create this new animation for the other models.
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Postby glennxserge » Sat Apr 18, 2009 11:52 pm

ah, I can feel your pain Ai. I am getting frustrated with how animations blend together. Specifically the shoot animations. If you have a machine gun and you are firing while running it just keeps looping the shoot.smd. I wish there was a way to isolate the blending of specific bones. So you could still have the legs running while the upper body was recoiling. Anyway, a lot of the animations blend in rather unnatural ways. I'm about halfway done with the animations for my character and am noticing all sorts of strange blends.
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Postby ai » Mon May 04, 2009 10:51 pm

I've taken a break from the player model currently, been focusing on my personal projects for a while. I will soon pick up the player models though (I hope) but only after I've finished this then. :P And 'this' meaning a possible future Nex model based on NightRage's concept.

This is what I've done today, I hope to finish the model up tomorrow or something. This is the high poly version which I will use as a normal map, I have started the low poly version but I will finish it once the high poly is done.

Note: I still do not know how to set up the bones and what names they should have and such. I've taken a look at the current Nex and it seems to be more work that I anticipated. :P
But I hope I will learn this as well cause then it means I can create all types of models for Nexuiz.
Anyway, enough talk, I'm off to bed now.
Cheers!

ImageImage
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Postby C.Brutail » Tue May 05, 2009 7:43 am

Jaw dropping work man! :D
In case you finish this model, could you please... remodel the very old 1.0 Nexgun too? :D
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby ai » Tue May 05, 2009 8:06 am

C.Brutail wrote:In case you finish this model, could you please... remodel the very old 1.0 Nexgun too? :D

If I get pictures and concepts (the more the merrier) then I probably could. I did like the old one as well.
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