Shared Animations Library

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Shared Animations Library

Postby CCCenturion » Thu Dec 23, 2010 1:12 pm

Here they are: all of the classes' animations, adjusted to work on the Alchemist and Destroyer models. There are some problems with the Vanquisher model, since she has extra bones (for her hair and skirt) that are undefined in the Alch and Destro skeletons. I'll try to get something working for her after the New Year.

I haven't tested these in-game, but they work in TorchED. As it is now, you will probably see more variety in your Attack, Die, Slash, and other common animations (although you may want to disable some... the Alchemist's run animation looks goofy on the Destroyer, and the Vanquisher's Fidget animation looks pretty gay on both of the males, with all due respect to my gay friends out there -- you guys would agree).

But to really make the best use of this animation pack, some clever people will want to use the animations in custom skills, or in mods that change the character model that a class uses (like in one of the Gender mods, for example).
Last edited by CCCenturion on Mon Jan 10, 2011 6:57 pm, edited 3 times in total.
Paladin Class: discussion thread, download page
Shared Animations Library: discussion thread, download page
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Re: Shared Animations Library

Postby Zidders » Thu Dec 23, 2010 2:39 pm

Don't worry, you're absolutely right. As it is, I thought that the vanquisher was a teensy bit too 'stereotypical rpg female' for my taste. Same with the warrior. I like how the newer classes are breaking out of the pre-defined rpg roles and bringing something new to the table.

But yeah, they'd look pretty flamboyant.


>.>


Damn you for making me want to learn TorchED.
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Re: Shared Animations Library

Postby CCCenturion » Fri Jan 07, 2011 8:57 am

Here's a status update for those of you who don't spend much time on the RGF forums.

The animations are working for the Alchemist and Destroyer models, but not for the Vanquisher. I did get the Vanquisher animations to the point where the game doesn't crash anymore when you load a Vanquisher, but the only animation that works on her for now is the Destroyer's bow attack. Even the Vanquisher animations aren't working on her right now, and they're all the same as they were before! I'm using the same .animation file to link the animation skeletons to all three models; it's working for the Alchemist and Destroyer, but not for the Vanquisher.

We've also learned that while most animations can have multiple versions, the Run, Idle, and Corruption animations can only have one file per character. There may be others, but I think that's it. So to make this mod work, you have to change a few things (which I plan to do in an update soon):

1) Choose the Run, Idle, and Corruption animations that you want to use for your character. (The files ending with 0 are Alchemist animations, 1 are Destroyer animations, and 2 are Vanquisher animations).
2) Delete the files you don't want to use, or if you want to save them for later, change the filename (I usually just put an X at the beginning of the filename).
3) Delete the number at the end of the filename for each of your three animations.
4) Convert the .skeleton file to an XML file using the Ogre XML Converter (included in the Animation Converter I posted here) -- just drag and drop the file on the OgreXMLConverter.exe icon.
5) Open the skeleton.xml file in a text editor, scroll down to the <animation> tag, and change the animation's name.
6) Save and convert the .xml file back to a skeleton file.
7) In the character's .animation file, delete the entries for the animations you will not be using, and change the filenames for the ones you just edited.

If this all seems confusing, don't worry. The mod itself doesn't really do anything unless you create another mod using these animations. So once I get these all working correctly, other modders will be able to do cool things with them.
Paladin Class: discussion thread, download page
Shared Animations Library: discussion thread, download page
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Re: Shared Animations Library

Postby CCCenturion » Tue Jan 11, 2011 3:43 am

Well, yesterday Phanjam posted a patch to his Valkyrie 2 class that successfully implements the Devastate animation on the Vanquisher model, and it looks seamless!

For anyone interested in using animations from other classes, consider this no longer a Work In Progress. These animation files are good to go. The best way to make use of this mod, as I said above, is to mix these files in with other mods, like what Phanjam has done. Sure, the extra Attack and Die animations will add some variety to your normal characters (if you have this mod in your mods directory), but the most important part is being able to use the Special animations with the skills they belong to.
Paladin Class: discussion thread, download page
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Re: Shared Animations Library

Postby CCCenturion » Tue Jan 18, 2011 11:19 am

Just posted a new update on RGF. The latest version has all of the Alchemist, Destroyer, Vanquisher, Alric, Brink, and Syl animations converted to work for any of the three player characters.

I ran the script and posted the files from my work computer, so I haven't had a chance to test the animations in TorchED. Can somebody verify that they work?
Paladin Class: discussion thread, download page
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Re: Shared Animations Library

Postby CCCenturion » Wed Jan 19, 2011 6:18 am

Okay, I tested the animations and they work. However, the animation libraries are too big for TorchED (and Torchlight) to handle. I'm not sure how many animations a character can have, but there is a limit. I'll work on writing an importer program that makes it easier to convert animations for a particular model, but since the current files are working, I can't guarantee that the importer program will be a high priority for me.

For the time being, here's how to get them to work:
1: In your mods directory, create a new mod containing the following directory structure: <mod name>\media\models\<character>
2: In the character folder, copy over the .animation file from your character's model directory in TorchED. If you want to test the model in TorchED, it's also convenient to copy over the .MESH file, since TorchED looks in the mod directory first when you want to import a mesh.
3: Find the animation that you want to use from the shared animations library (SAL) and copy it into your mod folder. (Make sure you pull it from the right SAL folder!)
4: Open the .animation file in your character's SAL folder and find the entry for the animation you are importing, and copy those lines into the .animation file in your mod directory.
5: Link the animation to one of your character's skills (unless it is a Death, Attack, RSlash, or other animation that is chosen at random).


That's it, you're done.
Paladin Class: discussion thread, download page
Shared Animations Library: discussion thread, download page
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Re: Shared Animations Library

Postby Duds » Wed Jan 19, 2011 12:52 pm

Thank you very much CCCenturion (no one has done it yet, this forum is still deeeeaad) this will greatly improves my class gameplay.
"If you could flick a switch and open your third-eye you'd see that we should never be afraid to die" Muse-Uprising
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