Animation 101 : Tutorial & Tips, WIPs & Critics

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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby m4n4c0r » 01 Apr 2012, 12:44

manutoo wrote:Hoy hoy !

In case some of you would like to see their strikes incorporated into the official game (*), I'm releasing the following strike styles :
https://www.managames.com/download.php?T ... trikes.rar

You'll need them because in the official game, all strikes within the same family (ie: all 1H-FH, all 2H-FH, all 1H-BH, all 2H-BH) share the same sweet spot ; this is very important as it has an influence on the gameplay.
So if you create some new strikes, you should make their sweet spot (on the frame where the ball hit occurs) to match the one of the strike of the same family bundled in the .rar above.

I didn't put any serve, so for the serve, I give you manually the coordinates of the sweet spot on ball hit : x (width) = 1.05cm ; y (depth) = 1.2cm ; z (height) = 29.4cm

For the rally strikes, your sweet spot :
- x should be within +/- 0.5cm of the official strike (ideally, even within +/- 0.2cm)
- y should be within +/- 1cm
- z is free, but should be somewhat same, as I usually used the most neutral height (ie: can work more or less with low ball & high ball)

For the service, the sweet spot coordinates should all be within +/- 0.2cm, as it's very important to determine the ball trajectory on serve.

Note : everything is scaled x10 once in the game, so 0.5cm in 3ds Max will be 5cm in the game

Important : These anims are also bundled with the 3D mesh ! So it'll be easier for you to feel how the anim works directly within 3ds Max (although, it's always a bit different within the game); it will also help you to avoid smashed body parts, and it'll let you fix the shoulder rotations, if you have the brave to do it (this is the biggest pain in the *ss, as it's very hard to get a perfect result).
In bonus, the 3D mesh of the racket is also present, that could lead to creation of new racket Models if some Modder wants to give it a try ; if you do that, do it in a way that the sweet spot isn't modified (or only by a tiny bit), else it'll be visually wrong while playing with it.

(*) : I'm not sure how & when I'd put your strikes within the game ; we will have to discuss that together, maybe for TE2011 v1.0e in June..? And of course, I would not put any of your strike without your express consent..! :blackeye:


This absolutely awesome. I was waiting for such a "tool". This will help to make all anims working perfectly in the game.
Thank you so much manutoo!!!
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby Jono4Sure » 02 Apr 2012, 01:00

manutoo wrote:Hoy hoy !

In case some of you would like to see their strikes incorporated into the official game (*), I'm releasing the following strike styles :
https://www.managames.com/download.php?T ... trikes.rar

You'll need them because in the official game, all strikes within the same family (ie: all 1H-FH, all 2H-FH, all 1H-BH, all 2H-BH) share the same sweet spot ; this is very important as it has an influence on the gameplay.
So if you create some new strikes, you should make their sweet spot (on the frame where the ball hit occurs) to match the one of the strike of the same family bundled in the .rar above.

I didn't put any serve, so for the serve, I give you manually the coordinates of the sweet spot on ball hit : x (width) = 1.05cm ; y (depth) = 1.2cm ; z (height) = 29.4cm

For the rally strikes, your sweet spot :
- x should be within +/- 0.5cm of the official strike (ideally, even within +/- 0.2cm)
- y should be within +/- 1cm
- z is free, but should be somewhat same, as I usually used the most neutral height (ie: can work more or less with low ball & high ball)

For the service, the sweet spot coordinates should all be within +/- 0.2cm, as it's very important to determine the ball trajectory on serve.

Note : everything is scaled x10 once in the game, so 0.5cm in 3ds Max will be 5cm in the game

Important : These anims are also bundled with the 3D mesh ! So it'll be easier for you to feel how the anim works directly within 3ds Max (although, it's always a bit different within the game); it will also help you to avoid smashed body parts, and it'll let you fix the shoulder rotations, if you have the brave to do it (this is the biggest pain in the *ss, as it's very hard to get a perfect result).
In bonus, the 3D mesh of the racket is also present, that could lead to creation of new racket Models if some Modder wants to give it a try ; if you do that, do it in a way that the sweet spot isn't modified (or only by a tiny bit), else it'll be visually wrong while playing with it.

(*) : I'm not sure how & when I'd put your strikes within the game ; we will have to discuss that together, maybe for TE2011 v1.0e in June..? And of course, I would not put any of your strike without your express consent..! :blackeye:


This is really awesome manutoo, thanks so much for it. However i am still not quite sure how it works, as far as the x y and z values are concerned. I am doing a service animation and at the point of contact i put in the values you posted and that made the racquet bend at a strange angle. Where should one input those co-ordinates? Because I put them in the x, y and z areas in 3Ds Max (just under the timeline) but, as I said, it bent the racquet at a strange angle. Thanks again :)
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby manutoo » 02 Apr 2012, 05:15

Jono4Sure,
the racket sweet spot is near where the purple arrow is pointing, and when you put your mouse cursor there (when nothing is selected), you'll see the coordinates shown on bottom right.
Attachments
ServeSweetSpot.jpg
ServeSweetSpot.jpg (69.87 KiB) Viewed 1498 times
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby m4n4c0r » 03 Apr 2012, 20:02

I'm pleased to introduce the Federer fh V2. The older version of Federer's fh was mainly based on inside out forehands.
So, i have reworked the forehand and tried to make it universally usable for all positions on the court. In other words i tried to create a basic motion.

Changes:
- The follow through is faster now (Federer has one of the fastest arms on the Tour)
- More rotation in the upper body and in the hips (more realistic for cross court shots)
- The finish is slightly higher
- The knees are bending smother at the end of the stroke
- Sweet spot is fixed and should be nearly perfect now

Maybe some of you won't even see the changes compared to the old one i think. But those who do, please tell me if it's good or at least better than the old forehand :mrgreen: .
I will release it with my next pack, together with the Djokovic fh and bh.

http://www.youtube.com/watch?v=y8Ki3Snp ... 9B-sLuIZA=
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby SamModder » 03 Apr 2012, 20:07

Brilliant again! I clearly notice the change and yes I prefer it to the old forehand :) Thanks!
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby achraf federer » 03 Apr 2012, 21:51

megyaem30
can you do the berdych forehand and backhand for the users of version 1.0c
and thanks for the murray and djokovic forehand and slice they are awsooooooooMe thanks again !!!!!
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby gae1000 » 04 Apr 2012, 14:33

hello modders congratulations for the great job

someone would like to do service forehand and backhand Isner??

would be great
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby Ethanovic » 04 Apr 2012, 15:40

m4n4c0r wrote:I'm pleased to introduce the Federer fh V2. The older version of Federer's fh was mainly based on inside out forehands.
So, i have reworked the forehand and tried to make it universally usable for all positions on the court. In other words i tried to create a basic motion.

Changes:
- The follow through is faster now (Federer has one of the fastest arms on the Tour)
- More rotation in the upper body and in the hips (more realistic for cross court shots)
- The finish is slightly higher
- The knees are bending smother at the end of the stroke
- Sweet spot is fixed and should be nearly perfect now

Maybe some of you won't even see the changes compared to the old one i think. But those who do, please tell me if it's good or at least better than the old forehand :mrgreen: .
I will release it with my next pack, together with the Djokovic fh and bh.

http://www.youtube.com/watch?v=y8Ki3Snp ... 9B-sLuIZA=


you are epic! and is that a backhand you did for federer too? amazing. can't wait for the pack
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby m4n4c0r » 04 Apr 2012, 20:15

Ethanovic wrote:you are epic! and is that a backhand you did for federer too? amazing. can't wait for the pack


I didn't make the backhand. This one was made by Jono4sure. It's already downloadable in the 1st post in the Custom animation thread.
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby Lucian86 » 06 Apr 2012, 13:36



Great ! This one resembles even more to Federer's forehand...congrat ;)

I'm releasing a second version of Berdych's forehand with adjusted sweet spot; don't know if resembles more Berdych's forehand but I think it looks better ingame and it's definitely smoother.
I'm also releasing the first version of Berdych's backhand; this one unfortunatelly does not share the same sweet spot as Manutoo's animations; it has some small imperfections if you watch carefully but ingame are hardly to notice...hope you like it
http://www.youtube.com/watch?v=St7yyqMz ... e=youtu.be


Sent the files to McDeez
Follow my blog: (videos and links for my tennis animations)
http://tlcanimations.blogspot.it/
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby SamModder » 06 Apr 2012, 13:48

Thanks Lucian looks good!! Please guys post the links in here directly here also because Neeky doesn't visit that much!
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby achraf federer » 06 Apr 2012, 13:58

is that works with 1.0c ??????????
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby Lucian86 » 06 Apr 2012, 14:06

achraf federer wrote:is that works with 1.0c ??????????


No...I'm using 1.0d version

Here you go:
http://www.mediafire.com/?8o34zt42m3d1akq
http://www.mediafire.com/?jhatxah3f73q3j9

Next: Berdych's serve and backhand slice
Follow my blog: (videos and links for my tennis animations)
http://tlcanimations.blogspot.it/
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby achraf federer » 06 Apr 2012, 14:39

is there anyone can make animations for berdych in version 1.0c any oneeeeeeeeeeeee please
i'm with the fans for this player berdych and play with him in world tour please anyone make it for version 1.0c ??????????
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Re: Animation 101 : Tutorial & Tips, WIPs & Critics

Postby SamModder » 06 Apr 2012, 14:58

Thanks Lucian!!
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