Avatar Animations repository

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Avatar Animations repository

Postby Agenotfound » Wed Mar 31, 2010 5:43 am

Some of you may have noticed that the plasma plugin offers the option to merge Max scenes WITH the plasma components in it.

Knowing that and considering the fact that setting up oneshot anims can be really time consuming I started setting up correctly some oneshot anims (placeholders, dummy, position, oneshot, activators and basic responder and maybe anims for some like levers) in separate max files in order to be able to import them in my ages whenever I needed some. (and I guess Cyan must have some similar system)

What I have now is real quick and dirty but maybe we could in time upload on the wiki a repository of all avatar global oneshot anims correctly set up so that anyone can easily use them - much like the Pyprp version of it.
Also, but that might be more complicated we could also include some interesting non-global anims that are useful (along with a python file to load them correctly but that might be problematic.)

what do you guys think ?
Image
User avatar
Agenotfound
 
Posts: 189
Joined: Mon Jun 29, 2009 7:15 am

Re: Avatar Animations repository

Postby tachzusamm » Thu Apr 01, 2010 5:33 am

Actually I don't have an idea what you are talking about.
Maybe I should make myself familiar with how animations work first, just to understand, but in general I like the idea of having a repository for time-consuming stuff.

Global avatar oneshot anims? What, in general, could I imagine to be this?
A 3DS Max file with bones animations defined? An Alcugs script, a Python script? Or something completely different?

Oh, and this is related to 3DS only and has no relation to the Blender workflow, right?
User avatar
tachzusamm
 
Posts: 575
Joined: Thu May 29, 2008 2:03 am
Location: Germany

Re: Avatar Animations repository

Postby Aloys » Thu Apr 01, 2010 9:01 am

tachzusamm wrote:Oh, and this is related to 3DS only and has no relation to the Blender workflow, right?

That would be my question has well. This can be integrated into Blender right?
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: Avatar Animations repository

Postby Agenotfound » Thu Apr 01, 2010 1:10 pm

some precisions as after re-reading my post I must admit It wasn't clear (must have been late :) )

Avatars in Uru uses global anims to interact with objects such as DoorButtonTouch (pressing vertical buttons), ShooterTrapActivate ( pulling the levers) these anims are used in-game in combinaison to oneshots that are the process of doing the anims while facing the target object correctly.

setting things up can be time consuming and most oneshot for a specific anim are almost always configured the same way + the plasma components to add to them are always the same.

The plasma plugin offers the option to merge Max scenes with the plasma components in them so the idea is to configure the oneshots in separate Max scene and stock them somewhere so that when we need the oneshot we can just import it already "ready to use".

This would be a Max only project but I don't know if Alcscript can be imported from one blender scene to another because if this is the case maybe we can share the models and have both .max and .blend files with their respective scripting. (and if AlcsSript can be shared this can be done right now for PyPrp as there already is a scene with all the anims in the tutorials that is really well done).
Image
User avatar
Agenotfound
 
Posts: 189
Joined: Mon Jun 29, 2009 7:15 am

Re: Avatar Animations repository

Postby Jojon » Thu Apr 01, 2010 2:25 pm

One can load selected parts of any .blend file, into any open Blender project, so appending (or "importing", if you prefer) the alcscript part of any pre-set-up oneshot "scene" (such as those found in the .blend from the wiki onseshot tutorial), is no more complicated than appending the actual scene objects -- you just need to cut and paste the relevant bits from the appended text, to your actual alcscript one (this bit would be unnecessary, if one could have several alcscript textblocks, *hint, hint*. :)

EDIT: Do make sure to use www.texturu.org, for the sharing of your templates, agentnotfound. :)
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Avatar Animations repository

Postby Aloys » Thu Apr 01, 2010 3:35 pm

That is a sort of prefabs system then. That sounds like a really good idea. :)
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: Avatar Animations repository

Postby tachzusamm » Thu Apr 01, 2010 4:47 pm

Jojon wrote:EDIT: Do make sure to use http://www.texturu.org, for the sharing of your templates, agentnotfound. :)

Yes, that would be a good idea, because this is already a "repository".

That being said, I must admit that I currently do have some problems with this server when new accounts are created; the server does not send the activation request emails, and currently I don't find time to have a closer look into it to find out what's wrong.
Maybe next week, hopefully.
In the meantime, please PM me if you created a new account and I will manually activate the account immediately.
User avatar
tachzusamm
 
Posts: 575
Joined: Thu May 29, 2008 2:03 am
Location: Germany


Return to Building

Who is online

Users browsing this forum: No registered users and 8 guests

cron