New animations 2

Thanks SO much for all the feedback and very helpful advice! Just what I needed to know I was on the right path but also how to improve the results. I can't promise to be fast, but I really want to help with this!

Yes, that gunfire animation was the only one I wasn't really happy with, especially the side-on one (it was the first "no existing animation" one I tried). Will work on those some more, for sure!

The biggest problem I had with the V13 redhead is she isn't exactly the same body-wise as the default female PC... I hadn't noticed until I started editing, but she has bigger... um... let's say the upper torso is of a different proportion! IMO this won't matter with leather armor, metal armor, etc. (only the biggest perv is gonna notice! :P ) but to match her existing vault suit animations, I figured I'd have to keep her proportions the same in all of them (in other words, I can't just replace her "head only" on those)!

I chose her because she DID have a lot of animations done, but now it turns out this might make the job harder! :) Still, she was always my fave NPC model in the games for some reason, so I'm happy to persist!

Continuum, did you make a full set of her like that or was that just a test shot? She looks awesome! :D

By the way, apart from the awesome RP, is anyone else actually making use of these amazing animations here? That mutie was cool, and I loved the twin pistol dude and the "evil" Cassidy elsewhere, for example.

Also, has anyone tried the (less daunting?) task of allowing some NPCs to use other weapons via adding a few missing animations? I guess what I'm really asking though is: is there a list anywhere that let one look up which NPC model can use what with their "vanilla" animations?
 
Rarely are the bodies are a perfect match…but I usually try to match the heads and shoulders, as long as the movement is the same it will be OK. But after each piece is built it is a good idea to look over the actually animation and check the positions carefully. It’s also advisable not to close the Frame Animator while adjusting the frames, just in case you need to make some small adjustments. I know a way to speed up the Frame Animator process, but it will require the software to be overhauled…so we need the source files and a programmer…:roll:

banjo_oz said:
is there a list anywhere that let one look up which NPC model can use what with their "vanilla" animations?

Just run through the animations with the Titanium Frm Browser… :P
 
.Pixote. said:
if only critter building didn’t take so long. Yesterday I worked on one animation that had 21 frames + x 6 directions = 126 (x 2 for masking) = 252 layers…and that was just one animation. :shock:
I'm reading all this "10000 frames sucks" and I wonder why are you still doing critters in PS... Why not switch to 3d... Sure, at the beginning it may be pretty annoying to match new ones, but it's possible, especially when you considered how much time you must waste to redo all those frames. Of course, exact, carbon copy isn't possible, but effects can be pretty good. Animating isn't complicated task, so even people without mad 3d skillz are able to do that. Here you have 3d models of Fallout weapons (Flamer and Laser Rifle totally rocks! I want it. Now!). I'm sure Onliners could borrow them ;) Fuck, new critters/animations could be even used in both engines.

Just a thought, of course.
 
3D is the Holy Grail…will you be our Messiah Conti and build one of these amazing 3D critters, everyone will be very grateful (or just rip the bastard from a game). The key figure would be the Vault Dweller, once that guy is modeled – textured – animated – then the rest can follow its animations sequences, etc. You’re the only one we can trust with something like this…the backup plan would be to use one of Prospers waffles. :roll:
 
.Pixote. said:
You’re the only one we can trust with something like this…
Nah, I'm not good at long time projects, which require shitload of determination, self motivation and patience. One man show is good for some relative quick stuff, like THs, or scenery crap, but not for uber gigantic task like creation of all possible animations for both male and female, especially when you're trying to recreate few pixels crap.
 
Oh, forgot to say a special thanks (to both of ya!) for the Titanum FRM Browser link. Why? Because I read somewhere that was the thing to use, but searching turned up some obscure "Titanium Browser" program that had NOTHING to do with Fallout, and I was confused as hell! :D

Head and shoulders is what I'm attempting for Ms Redhead's V13 suit... hopefully. But some frames are taking more work than others! I'm actually looking forward to the "heads only" leather armour stuff if I get to it!

I'm curious about the talk of using 3D models (change armour/weapons/etc with ease!). While I personally actually prefer the look of the 2D sprites, replacing the characters with 3D would be a heck of a lot easier to work with after the fact (IMO the main reason the game industry embraced "3D" so hard even when 2D art looked better, eg the "Quake" era).
 
A few 3D critters have been made - Siren made a few pretty cool robots, and Lisac made his little girl critter using 3D modelling. I've made a robot critter using simple 3D techniques. But robots are, IMO, easier than humanoid critters.

IMO, the animator that rigged the orginal FO1 critters was just ... well, a damn awesome animator! The critters themselves have an awesome style that, frankly, i don't think i could match (or have seen any) either in terms of quality, or in terms of 'blending' with the rest of the game art. Also, IMO the animation of these critters has a similarly awesome dramatic flair and style that i've rarely seen even in modern video games.

So although FO is generally criticised for bad graphics, I consider the original critters to be of excellent quality (despite the 2D rendering) and this is actually the main reason i started critter editing.

But having said that, i would much encourage anyone who wants to try to create a FO critter via 3D modelling to step up to the challenge!

- First step would probably be to contact Lisac and ask him how he made his little girl.
- Then, it would probably be a good idea to start with a simple critter set - like an animal or a robot.
- Then, using the same pipeline and workflow, create a player critter. But frankly, i would NOT follow the Van Buren critters as IMO they lack the dramatic flair of the original FO critters and to me they seem animated more like the awful, stiff FO2 'vic' type critters.
 
Josan12 said:
But frankly, i would NOT follow the Van Buren critters as IMO they lack the dramatic flair of the original FO critters and to me they seem animated more like the awful, stiff FO2 'vic' type critters.
Indeed, I already pointed it out. But at least someone is actually trying. Too bad no one wants to help him and pimp them a little, or better - run the community project, instead of one man show.

As for the blending thingy: every method got some disadvantages, like ugly copy & paste side effects, when you're editing existing critters. Those ugly side effects are simply killing awesome animations you love so much :roll:

shaggoth said:
i just thinked about Fallout2 on Fallout Tactics engine :)
No, thank you. 8 directions simply sucks.
 
Indeed, I already pointed it out. But at least someone is actually trying. Too bad no one wants to help him and pimp them a little, or better - run the community project, instead of one man show.
I think the problem is that fallout come from the post 3D era, so there is very few people around here that know anything about 3D. Everybody can learn to copy and paste. But I don't see myself learning 3D software and do stuff. :D




Ok, I have'nt been able to do much work on the mademan or the bouncer this last week, so to make it up, I decided to release the second critter I ever worked on :
hmcmbraa2.gif
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hmcmbrab2.gif
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hmcmbral2.gif
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hmcmbrap2.gif
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hmcmbraq2.gif
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hmcmbrat2.gif
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hmcmbrbg2.gif
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hmcmbrhh2.gif
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hmcmbrja2.gif
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hmcmbrjb2.gif


His name is Hector, he is from a group of mercenary and he doesn't want to say where he found his combat armor. He can walk, die, shoot with a rifle and a gun, what more does a man need to kno?
http://rapidshare.com/files/409027372/Combat_armor_bordeaux.7z
 
Grayswandir said:
Everybody can learn to copy and paste.
Just like everyone can learn to move/rotate the bones/helpers/whatever in 3d space, using "<" ">" on the keyboard to switch between the frames. Keys will be automatically set for you. You don't need to know anything else! :D
 
Continuum said:
As for the blending thingy: every method got some disadvantages, like ugly copy & paste side effects, when you're editing existing critters. Those ugly side effects are simply killing awesome animations you love so much :roll:

You maybe right about the side effects, but those only happen for certain animations which do not have a pre-existing equivalent and force some extra editing of the source material, or stuff done without extra care for details, a lot of other edited stuff is 'seamless'.
 
I’ve decided to make the Vault Boxer a fully fledged critter – so he will have all of the Tribal animations, with the knife tossed in – the question is should I go the whole way and do every weapon…I can easily see a scenario where the Vault Dweller is captured, and imprisoned and stripped bare (the Vault Boxer semi naked critter look) – and through his skills he escapes gets his proper Vault suit back and blah blah…you get the idea. More on this later. :wink:
 
.Pixote. said:
(...) the question is should I go the whole way and do every weapon…I can easily see a scenario where the Vault Dweller is captured, and imprisoned and stripped bare (...)

All right, here's my two cents: not to be discouraging or anything but personally, i wouldn't do it; it would be a lot of work, you'll have to make the female as well, there's no tribal male torso for all the weapons (even taking into account the work of those guys a while back and some of those animations they made look somewhat stiff and bad and need a lot of extra work), there's no tribal female torso but for two (i think) weapon sets, there's not that much a difference from the tribal animations, as an armor set it would have to be located at the very beginning of the scale and therefore quickly skipped at the sight of the first leather jacket or so, the scenario you mention is not present in 'normal' fallout, so there'll be no use for those animations (besides the ring parts) in the RP and other mods that work adding to it, so an entire addon mod would have to be make to create that scenario, and as for total conversion mods, who knows if they have a similar scenario planned or intend to, for instance BGE already said they're not gonna be using vault jumpsuit 'armor' in it, so... your skills might be better used on something else.

Hehe, long explanation, but just my opinion of course. :)
 
^Some interesting stuff in that thread, too bad i don't know russian. :shrug:

Anyway, Spacer Girl (or mechanic) npc is finished:

--- --- --- --- --- ---

(As you can see i cleaned it up and it looks much better now)

It has basic, death, knife and pistol.

DL: http://www.mediafire.com/?4e7bnduynge1mma
 
I agree with x'il, Pixote. When organising my titanic critters edit projects, i found it useful to split it into stages. Why not go for something like:

Stage 1 - create boxer critter for SF only (no gloves, and only needed animations)
Stage 2 - build boxer critter for reno on stage 1 critter (who is now complete)
Stage 3 - maybe build male critter with all weapons
Stage 4 - Stage 3 but female.

..... Or something similar?

@ x'il - you're a critter making machine of the highest quality. The TC/major mod teams here on NMA owe you many thanks for your work, methinks.

Also - i really think we need a visual index of all the new critters. What happened to that guy that was making one? :scratch: :(
 
Josan12 said:
Also - i really think we need a visual index of all the new critters. What happened to that guy that was making one?

Want me to do that and post it for everyone for reading at the wiki (with DL links included)? I could do that in the mean time of figuring out how to re-paint critters right :irked:

I just might need links to all the "new" critters that everyone knows of / has made. :postviper:
 
It’s good to have more sensible minds in this thread then mine – don’t worry I will stick to the Tribal weapon set, if the Tribal full weapon set was finished properly then I could see giving the Vault Boxer the full weapons selection, but like X’il mentioned those pieces aren’t complete yet.

He will have all of the basic animations – run – fall – punch – etc, as well as all the death animations, and finally the knife and spear animations…so basically he will be a tribal with some blue vault pants.

Did people realize that the tribal critter that you start with at the Temple of Trials has only the punch – kick – spear animations…so I will give him the knife – pole – and sledge hammer animations as well? All of the tribal’s in Arroyo use the Sulik body type, I think a bit more variety in Arroyo won’t hurt – it’s just a matter of head swopping. But first the Vault Boxer… :roll:

@ NA2RAL – thanks – I realize that someone might have already built this critter – this version has the PC head – that guy has Suliks head…but thanks man. Is there an English version of the FOnline Forum? By the way there are some excellent things being built there…I recommend people to go and see. :clap:
 
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