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 New Animations Now Possible With Blender
legojedij
Posted: Oct 9 2009, 02:50 AM


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yes its true, check it out here, also on the last page it is talking about how you must add kf=true to a file, i dont know which one yet but dalturge knows it,
http://z8.invisionfree.com/Caldera_Unlimit...topic=3662&st=0


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Mysty
Posted: Oct 9 2009, 03:02 AM


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I'm trying to figure it out right now, I'll post the code if dalturge doesnt come soon and I find it out.

Isn't it kf="true" though?


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legojedij
Posted: Oct 9 2009, 03:32 AM


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yea i think so mysty


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Simba
Posted: Oct 9 2009, 11:10 AM


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You got kfs to work, okay but can you "view" the BF animations? as in import? coz if you cannot see how BF has organized the animations, this will never work out seamlessly. I hope there's some software to open those .bf files, because let me explain why that is so important. A few days ago I just tried to mess around with this and just went through the files, so lets take an animal and see the animations, it is not so easy as we think it is, I have to say professionally there is only one animation per action, a looped one. This way any loops made would work perfectly in that game, But BF did it in a very complicated manner, that it is not possible to create animations that have perfect transitions from one animation to the other UNLESS we can view the .bf files.
So let me list out, for the zebra it is like,

Breathe_Idle
Chew_Eat
Chew_Graze
Chew_Stand
Drink_Stand
Drink_Idle
Eat_Chew
Eat_Stand
Eat_Graze
Graze_Chew
Graze_Stand
......
......
Then lets see for the walking and movement parts,

Walk_Drink
Walk_Eat
Walk_Chew
Walk_Stand
Walk_Run
Walk_TurnleftA
Walk_TurnleftB
.....
.....
Stand_Graze...
.....
.....
Sleep_....
.....
.....
Prance_.... And so many other stuff.

So what we can see from that is that there isn't like ONE Walk animation that is looped or One RUN animation or ONE Eat/Drink, Sleep animations and .etc If they were one animations looped and that has the capability to smoothly have a transition from one animation to another, Making new animations would be a Definite success. But since this goes like this, it is impossible for us to
1. Make Walk animation and each time it's co-animation, and save so many animations, without error.
2. Even if we do, we don't know the time intervals of each animation and when the Walk ends and it's co-animation starts, that we would definitely go wrong there.
3. Even with great animations, if the above are not satisfied, animations would look messed up.

It's not like to make a complete new creature "I have to edit the Walking animations, Sleep and a few more and some I can leave uneditted" No it's not like that at all, it's way too complicated.

So finally in the case of animations You HAVE to base your animation from .bf files and randomly with any properties. Either we take the timeline of the .bf files into account and then HOW those animations are organized, definitely they are not loops, so you wouldn't know what is being done in a particular file.

So basically we need to first successfully open and view the .bf files for animations to be a success. And this doesn't mean you can do the animations if you have seen ONE .bf file but you should be able to see all the .bf files of the corresponding animations that you are planning to do.

And also, it isn't really about Blender scripts, (because max can do that like when Nifs can be imported itself) it's about the Kf="true" thing lol, dunno where you guys added and never would have guessed adding that somewhere without any connection would work. But still I'm not sure if that really worked as well cause if dalturge really did it when he posted it he should have said Kf="true" and not kf=true coz the latter won't work, though chances are, it could have. But I also thing adding a string like that would not do anything coz there isn't any initialization for file type anywhere and it could be in the engine itself. Unless there was a filetype=".bf" string in it or bf="true" it is not possible, I feel....

So This is not completely solved, we first need to view the .bf files, which I really can't wait and I think we can do it, and still if it is BF's own files like bfbs we should just know how to extract data, and hopefully animation data is possible to extract.

However, marine creatures' animations are a little better organized, so if at all we can do animations WITHOUT viewing the bf files, it would be only for the marine.

And also I would love to see a video from dalturge of what he did to the squid and details of what FILE name his animation was and such.


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DinosaurMan
Posted: Oct 9 2009, 11:58 AM


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We can easily find out how the anims look like, for example by creating an item that always loops the same anim. wink.gif

I am so going to make a pterosaur!!! woot_2.gif woot_2.gif


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Mysty
Posted: Oct 9 2009, 02:21 PM


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Did you figure it out DM? I still haven't... sad.gif


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Simba
Posted: Oct 9 2009, 03:06 PM


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No DM, that's not what I meant, you need to know exactly what the animation you are replacing is about.....it should be like this, like how we used to edit BF models, like that we need to import these animations and make the new animations exactly how the old animation is...I don't really think a whole new animal could be done with all new animations.....=/ I think you still dont get what exactly I meant, the difficulty of this, but fine I respect your positive opinions, and I'm happy to see how this is going to turn out.


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DinosaurMan
Posted: Oct 9 2009, 05:06 PM


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You speak of adding new animations to a existing BF animated animal? That's certainly impossible to manage seamless. wink.gif

I think animating completly from scratch wd be more easily.


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Parasaurolophus
Posted: Oct 9 2009, 05:34 PM


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QUOTE (DinosaurMan @ Oct 9 2009, 05:06 PM)
You speak of adding new animations to a existing BF animated animal? That's certainly impossible to manage seamless. wink.gif

I think animating completly from scratch wd be more easily.

if you find out how to what anims do you want to make?
and good luck with it!!!!!!!!!! biggrin.gif


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DinosaurMan
Posted: Oct 9 2009, 05:44 PM


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QUOTE (Parasaurolophus @ Oct 9 2009, 07:34 PM)
QUOTE (DinosaurMan @ Oct 9 2009, 05:06 PM)
You speak of adding new animations to a existing BF animated animal? That's certainly impossible to manage seamless. wink.gif

I think animating completly from scratch wd be more easily.

if you find out how to what anims do you want to make?
and good luck with it!!!!!!!!!! biggrin.gif

QUOTE (DinosaurMan @ Oct 9 2009, 01:58 PM)
I am so going to make a pterosaur!!! woot_2.gif  woot_2.gif

This answers your question. tongue.gif


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Parasaurolophus
Posted: Oct 9 2009, 05:49 PM


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QUOTE (DinosaurMan @ Oct 9 2009, 05:44 PM)
QUOTE (Parasaurolophus @ Oct 9 2009, 07:34 PM)
QUOTE (DinosaurMan @ Oct 9 2009, 05:06 PM)
You speak of adding new animations to a existing BF animated animal? That's certainly impossible to manage seamless. wink.gif

I think animating completly from scratch wd be more easily.

if you find out how to what anims do you want to make?
and good luck with it!!!!!!!!!! biggrin.gif

QUOTE (DinosaurMan @ Oct 9 2009, 01:58 PM)
I am so going to make a pterosaur!!! woot_2.gif  woot_2.gif

This answers your question. tongue.gif

umm a pterosaur isent exactly an animation?????
what anims would you give your pterosaur?????? tongue.gif


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DinosaurMan
Posted: Oct 9 2009, 05:58 PM


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Well all anims a pterosaur would need:

Eat
Eat Idle
Eat 2 Stand

Stand
Stand Call
Stand Turn Right
Stand Turn Left
Stand Turn 180
Stand Idle
Stand 2 Walk
Stand 2 Fly
Stand 2 Eat
Stand 2 Sleep

Sleep
Sleep Idle
Sleep 2 Stand

Eat
Eat Idle
Eat 2 Stand

Fly
Fly Turn Right
Fly Turn Left
Fly Ahead
Fly 2 Stand
Fly 2 Walk
Fly 2 Drown

Walk
Walk Ahead
Walk 2 Stand
Walk 2 Fly
Walk Turn Right
Walk Turn Left
Walk Turn 180

Drown
Drown Idle

This are all REQUIRED anims I have to make. If I want, I can create more. I'll create a good skeleton so animating will be more easy.


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Iben
Posted: Oct 9 2009, 06:04 PM


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Can we use your Pterasaur as a base for other ones ? Ore at least the animations ! XD

I really want to make a Nyctosaurus, and a Terrasaur ! laugh.gif


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DinosaurMan
Posted: Oct 9 2009, 06:09 PM


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Hmm, i'm not sure, depends on if I can get them to work! tongue.gif


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Mysty
Posted: Oct 9 2009, 07:38 PM


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I'm gonna make a realistic tree kangaroo that hops from tree branch to tree branch! woot_2.gif


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