Player Character Model animation

Discussions on creating and importing assets into MV3D.

Moderator: SirGolan

Player Character Model animation

Postby silentpolygon » Fri Aug 29, 2008 8:48 pm

Hi everybody,

I just finished a player model i was workin on for the last days and want to take it as the player model. It is modeled in Blender and now it is time to add some bones and animation. This is my first attempt on skeletal animation for a 3D-engine so could you, the devs, please post some data like how many bones your models have that are already in the game, How many frames is your walkcycle using.

Thank you in advance

Greetings
Silentpolygon

(I willl post Images of the model later on)
silentpolygon
 
Posts: 9
Joined: Sat Apr 12, 2008 12:34 pm
Location: Krefeld / Germany

Re: Player Character Model animation

Postby SirGolan » Sat Aug 30, 2008 1:20 am

I'd love to see shots of the model when you get a chance. Basically, # of bones and length of walk cycle is up to you. The basic player object included with MV3D doesn't try to do anything fancy with animations, so any length or # of bones is good. If you do want to integrate your model with the basic player object, the only thing you need to do is name the animations correctly. I think they are:

* walk
* idle
* wave
* jump
* kick

Let me know if you need any more info. I'm pretty sure the names are case sensitive.

Thanks,

Mike
SirGolan
Site Admin
 
Posts: 214
Joined: Wed Mar 19, 2008 7:04 pm

Re: Player Character Model animation

Postby SirGolan » Sat Aug 30, 2008 1:22 am

The only other thing to note is that you can share skeleton files between models in Ogre (to save disk space/download time/memory), but you have to use the exact same skeleton in all the models. I don't know how to do this in Blender. I've only had marginal success in 3ds max (the exporter makes it a pain by deleting bones that aren't used and renumbering them).

Mike
SirGolan
Site Admin
 
Posts: 214
Joined: Wed Mar 19, 2008 7:04 pm

Re: Player Character Model animation

Postby silentpolygon » Sat Aug 30, 2008 8:57 pm

Hi, Heres a rendering with blender itself.

Only the Hands and feet have to be modeled.
After this I will go on with riggging and skinning.

Thank you for your replies.

Silentpolygon

0003.jpg
0003.jpg (15.45 KiB) Viewed 18598 times
silentpolygon
 
Posts: 9
Joined: Sat Apr 12, 2008 12:34 pm
Location: Krefeld / Germany

Re: Player Character Model animation

Postby SirGolan » Mon Sep 01, 2008 3:29 pm

That looks like a great start to me! How many polygons is it?

Guess I'd better get moving on the in game editor! :D
SirGolan
Site Admin
 
Posts: 214
Joined: Wed Mar 19, 2008 7:04 pm

Re: Player Character Model animation

Postby silentpolygon » Mon Sep 01, 2008 5:05 pm

Hi

It actually has 1406 Polygons(Triangles), is now completely modeled and i have done a runcycle, but
this is stil WIP. Hope you like it.

My next step is to export it to ogre and see if it is ok with the limitations that ogre comes with.

Runtest.rar
(165.98 KiB) Downloaded 1082 times
silentpolygon
 
Posts: 9
Joined: Sat Apr 12, 2008 12:34 pm
Location: Krefeld / Germany

Re: Player Character Model animation

Postby SirGolan » Tue Sep 02, 2008 7:02 pm

Nice.. 1400 tris is pretty good. The animation looks great. It'll be cool to see it in Ogre.
SirGolan
Site Admin
 
Posts: 214
Joined: Wed Mar 19, 2008 7:04 pm


Return to Assets

Who is online

Users browsing this forum: No registered users and 3 guests

cron