Animation 101 : Tutorial & Tips, WIPs & Critics

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Re: Animation 101 (kind of...) by Neeky McDeez

Postby m4n4c0r » 29 Feb 2012, 18:06

@ Neeky

First of all, the only kwxport.dle that works for me, is the one in the "kW X-port README" folder. I can do whatever I want, I can't get the other one to initialize.
But I tried to export your Dolgopolov slice aaaaand it worked :applause: . The animation doesn't look weird or something like that. Just the timing of the shoot isn't good. But I think that has something to do with the new update. I have read about this problem in your other thread I think. When you figured out how to solve that problem just let me know please.

@ megyaem30

Could you tell me which kwxport.dle works for you? I just want to know if I'm the only one who can't get it done :roll: .
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby megyaem » 29 Feb 2012, 18:26

m4n4c0r wrote:@ megyaem30

Could you tell me which kwxport.dle works for you? I just want to know if I'm the only one who can't get it done :roll: .

is the same that you used...the one in the folder..without the kwxport-bak.dle..about the animations..i tried gaudio and works...i make one anim of a FH and it shows in the forehand selection,but in game got no timing or else...looks really bad.you put the text file for your animation maybe thats our problem! :thinking:
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby megyaem » 29 Feb 2012, 18:28

megyaem30 wrote:and now finally probe succesfully...now got a question neekoo!!..i wanna probe a FH that i make earlier...i tested and only make a little move(guess that frame 0),dont make the all move,why is that happen?..and the text for the file?i have to do it with a notepad?

i solved this problem neeky..but i need to know how i do with te txt file!!! :thinking:
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby megyaem » 29 Feb 2012, 21:58

:sweat: man...you have a lot of pacient neeko...its really hard to do those animations...or is just me :blackeye:
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby Neeky McDeez » 29 Feb 2012, 23:42

Oh, it's strange that the one in the folder works, I thought it wasn't the good one, my bad.
Anyway, if it's good for you both, it's good for me too ^^

So, now we can get to more serious things, gentlemen ;)
And, YES, it takes time, and that's why I don't take any requests, but you'll see by yourself.

About the .txt file, it works this way :
For an animation named "abcdef.x", you have an .txt file named "abcdef.txt". This file can be edited with notepad (or Word if one prefers, but it's not necessary)

When you open the abcdef.txt, you have those 3 lines.
Code: Select all
Anim : abcdef.x // <<< this the name of the corresponding animation file (ie .x file you exported for the animation). It's better to name both the .x file and .txt file similarly.

Info : 00.0 00.0 // <<< depending of the animation, you can have from 1 to 4 numbers to write. Those numbers correspond to specific frames in MAX. More info, below.

Speed : 1.0 // <<< this number just sets the animation's speed. I always let it a 1.0 because, I try to make the animation as fast as in real life, so I don't have to touch this number.


About the info line (i'm just talking about strokes & serves, NOT MOVEMENTS) :

First of all, those number can havez decimals. They can be "in between frames". Myself, I never make the frame when the ball is hit or thrown, I always let the software do it, therefore, you can have those foloowing number : 50.5, 20.3 or even 60.58 if you feel like it's better. It's up to you.

Second, the numbers being specific frames, they're only right if the speed is at 1. The product of "speed x info", should always be the same as the one set with speed 1. So, if you decide to speed up your animation because, it looks too slow, don't forget to change the numbers of info, because if not, they will be wrong with the new speed.


STROKES (2 numbers)
00.0 00.0
A. first number sets the moment when the ball is hit
B. second number sets the "max extension". I don't know what that means but I always write the same number as A.

A and B are often similar, but I saw in some of Manutoo's animations different numbers, so it's not a rule. It may be useful sometimes, but I can't explain when and why. If you want to know, you should ask Manutoo.


SERVES (3 numbers)
10.00 10.0 0.00
A. first number sets the moment when the ball is hit.
B. second number sets the "max extension". See before.
C. third number sets the moment when the ball is supposed to be thown from the hand.

A and B are always bigger than C because, obviously, the ball is thrown before being hit. -_-


SERVE PREPARATION (4 numbers)
1.0 15.0 30.0 17.0
A. first number sets the start of the serve animation. Now I always let 1.0 because when people push the button to serve, I want
B. second number sets the start of the LOOP. This loop is the period when the server makes the ball bounce. What I do is that I
C. third number sets the end of the LOOP
D. fourth number sets the time when the player drop the ball for the bounce.

D should ALWAYS be between B and C, because the ball bounce is IN THE LOOP.
To make the loop proper, the frames of the animation at position 14, 15, 30 and 31 are exactly the same ! This way, you can have a endless loop without glitches (MAX animation can be compared to splines (in mathematics), when two close points have the same coordinates, that makes a straight line meaning that in the animation, nothing moves)). Then, at frame 20, I move the the biped's right arm to the low position. That done, that means that approximatively at frame 17, the ball is dropped which is the fourth number.


That's all for now, folks :)
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby m4n4c0r » 01 Mar 2012, 00:14

Thanks a lot Neeky!!!
It seems that the real work is about to begin :clock:
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby m4n4c0r » 01 Mar 2012, 03:14

Alright, I finished my animation, exported it and changed the numbers in the "abcdef.txt".
When I tested the anim in the game, my player began to bend his knees and accerlerated to contact point and then it stopped :angry5: .
No follow through, nothing. The whole animation stops immediately.
Help would be great!!!
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby Neeky McDeez » 01 Mar 2012, 11:15

Looks like there wasn't enough frames exported...
Did you check the number in the pop up window when you exported your animation ? It may be still at 31 ^^
This is a bit tricky, because when you want to update, if you don't click the button in the second following the change it goes back to what was before... The best way is to add a new animation setting and erase the existing one. Always have only one setting, it's better.

If the problem is stil there, and your setting's numbers are right, send me your file, I'll have a look.
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby m4n4c0r » 01 Mar 2012, 12:49

Neeky McDeez wrote:Looks like there wasn't enough frames exported...
Did you check the number in the pop up window when you exported your animation ? It may be still at 31 ^^
This is a bit tricky, because when you want to update, if you don't click the button in the second following the change it goes back to what was before... The best way is to add a new animation setting and erase the existing one. Always have only one setting, it's better.

If the problem is stil there, and your setting's numbers are right, send me your file, I'll have a look.


It did the job :D !!! Thanks!!!
Wow, it is an awesome feeling to see an own animation in the game. The timing at contact point is perfect.
But there is still some fine-tuning to do. I have to readjust the speed and some keyframes.
I will create a few more strokes and upload them sooner or later. As you mentioned, it takes a lot of time.
Just one question: When I export the anim in the playermale01 folder, the new stroke replaces the first one in the game. How can I add the stroke instead of replacing it??
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby Neeky McDeez » 01 Mar 2012, 17:58

You have to create more playermalexx folder (xx being numbers).
You may have something like 7 or 8 playermale folders. Just add more.
BUT, before doing so, follow these steps :
1. Go to scripts/gamesys.ini
2. Look for [StrikeAnim] ('Ctrl + F' is easier), but you can do it manually by looking at the bottom of the file.
3. There are 6 variables under [StrikeAnim]
4. Increase the number of all choosable strikes anims. I personally raised to 20, but you can increase to 100 if you want.
5. Create a new playermalexx folder in data/models/anim, where xx is a number following the highest already here (am I clear ?)
6. Now the difficult part, there are two ways to do it :
-- a. Make a database for every added strike so you can know clearly in which folder is the last stroke or serve. Then you'll avoid having empty folders
-- b. Create a new playermalexx folder every time you add a group of anims
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby megyaem » 03 Mar 2012, 16:13

@ neeko About the .txt file, it works this way :
For an animation named "abcdef.x", you have an .txt file named "abcdef.txt". This file can be edited with notepad (or Word if one prefers, but it's not necessary)

but neeko...for me dont show any .txt file when I create or put the animation in the game.just the .X file..and when I tested in game it became in a .anim file...but no .txt file anywhere!!! :sweat:
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby Neeky McDeez » 05 Mar 2012, 11:42

Mi falta !
I didn't express myself right because you HAVE TO create this file :)
The simplest way is to copy an existing one (i.e. if you're making a forehand, copy a 'forehand.txt' from the 'playermale01' folder) and modify the values in it... Then you're set.

When it's done, you will have an .anim and a .txt file that you can share. The .x file won't be necessary anymore when you'll have the .anim file.
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Neeky McDeez
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby megyaem » 06 Mar 2012, 01:14

ah..oka...can i send you an animation that i did neeky? im working on murrays FH...the one i did is awful jajajajajaj...but is just the first shot!!! i dont know why is slow..
for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby megyaem » 06 Mar 2012, 01:21

for help and support animations go here :
http://megyaemanimste.blogspot.com.ar/
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Re: Animation 101 (kind of...) by Neeky McDeez

Postby Neeky McDeez » 07 Mar 2012, 00:35

Ok, so I lookd at it and a few things :

-Don't move or rotate the racquet. Better : never move or rotate the racquet ! ^^ You have to select the hand (green color) to make the racquet move not the racquet itself. You can see that when the forehand's preparation is at the maximum, the racquet slides in the hand. Be careful with the fingers (in red color) too : the right hand is opening along with the preparation. Myself, I always let the fingers of the right hand untouched and only modify the hand so it just looks like wrist movements. Don't forget that we are in a game and it's not absolutely like reality, so even if normally, the fingers are moving and the racquet too, don't touch them in your biped because it will only bring problems to your animation ;).
-Your hips are moving but not your torso. You should make both moving accordingly, it will increase the "truth" in your animation. Use your own body for example, you'll see what I mean
-To begin, don't move the upper part of the spine, always move the bottom one. When you will have a better handling of the software, you will be able to do it, but for now, it's better to just stuck with the first part of the spine.
-The speed of the stroke seems Ok even though the preparation is kinda slow, but it's not a real problem, these are details that should be fix at the end. By the way, the end of the strike looks good but is too fast, you should slow it a little.
-Beware of the height of your stroke. The hit point's height you should be a little above your hips, it's too high in you model now. It will work on clay, but on surfaces with lower bounces, the racquet will be to high and it will look weird.
-We'll talk about the feet adn the legs later, this is not important now and it just a way to be more realistic.

Try then to fix those things to impove your model and send it back to me, so I can help you more. And also, test your model in game, it's also a good way to judge it. :)
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