This is me, trying to build a unit from other units once again. However, this time I will use a different approach.
Inspired by DrSuperEvil's Windmill, I will not try to use the animations of invisible models; I will attempt to create the animations myself, just by changing the position and rotation of the combined actors:
Besides making the animations for the stuff would be no harder than making an animated 3D clip for an artist. Also it would be no more clunky than animations from some old games when they first went 3D.
Quote:
The hardest part will be making a skeleton with the basic animations. After that it will be alot easier for people to attach their desired visuals onto it and fine tune the movements.
This is an experimental project, just to see, how it works out; maybe the animations will look good, maybe like utter crap. I decided to post this here after seeing the first results.
So, what do I do here?
Combine multiple models to one unit, similar to the terratron
Give it a decent animation set
No use of default animations or moving attachment points; all movement is controlled by setting model scales
Mostly in data; however trigger assistance might come in handy (for now its pure data).
For this, I will create a basic unit skeleton, which I can modify and animate to my liking. This skeleton is supposed to be re-usable for multiple units.
Then I will attach several protoss building and eventually unit models to it, to fit the Terratron- like theme.
First step: Legs and walking
I created some very basic legs and a crude torso + head for now, and tried to animate the legs. Of course, the result is not perfect, but I am surprised, how good the walk animation looks already. Add some more fine-tuning, and it becomes a realistic walk animation; similar to some in-game models.
Maybe I should give 3dsMax a shot; cannot be much more work to animate models there :p
Of course, the model choices are not final, as well as the whole animation. :)
What for?
If this skeleton turns out to be useable, I might attempt to use it for a map. Anyone knows Metal Fatigue? ;)
Maybe, this is even useful for other people, who knows?
Why this thread?
Just wanted to share this, in case, anyone is interested. Also to keep track of my progress.
Major credits to DrSuperEvil, of course, for first using the method I use to animate the stuff, and for the idea of creating a basic unit skeleton.
That made my day. Is it possible to make the robot move backwards while keeping the animation intact? Looks to me as if this thing you created would sport a REALLY good moonwalk.
I do know Metal Fatigue, aye - it was a great game back then. I'd love to see something like that back in SC2.
I think you could just set the animation time scale to -1 to get that effect?
Unfortunately, this would not work, because I don't use animations at all. Also, even if I would, setting the animation scale of an animation does only support values >0
Moonwalk should still be pretty easy for my method xD (and for any unit, for that matter)
Just a moment...
€ there you go, 5 seconds change, but I make a new video, just for you.
If you want to help, find a data method to identify the direction a unit is turning. Although I believe tirggers can tell that more easily and then just apply a turning right/left buff.
This will enable the application of smooth turning animations.
Hopefully I will not be responsible to the revival of the power ranger's megazords and the clunky movements we all grew up with.
No just we need to think carefully what joints will be needed. I am currently working on a flexible layout for a humanoid skeleton. I will post the exact list later.
Although 3d max could be useful for creating lower polygon stick models that allow proper tracking.
Once the skeleton is complete you can add whatever visuals you want. You could make it into a zerg behemoth, a menskbot or even a galactoss (yes a galactus rip).
Edit: If this is to become a serious project, here is the basic blueprint for making a basic skeleton. Feel free to make suggestions (relevant ones)
Composite Humanoid Skeleton
The X axis refers to stuff across the unit and the Y represents stuff through the unit
Poles refer to actors which can have their scale changed to create offsets
Joints are the Stick and rotating actor complexes used for rotation
Due to the complexity of the skeleton it will be described in seperate section
All parts are mentioned in sequence of connectivity unless stated otherwise
The Machina
This part is the behind the scenes for moving the whole model in various directions for use in flight animations or making it appear more ghost like and for adding a swagger to the walk
From the unit core (maybe should be a sererate actor) is a downwards pointing z axis pole which is to reach what is hip height of the unit, this is for adding a spring to the step of walking
This is followed by a vertical Y axis double stick (360) joint with the default facing back up along the pole, this is for bending the unit forward/back for crouches, getting on all fours and the superman flight position
Onto that joint is a flight pole which is to usually reach the upper torso of the unit but can be used for flight/hover animations
There is then a vertical Y axis single stick (<180) joint defaulting up to allow for ghost like hovering
At an offset there is pole along the x axis to give more control over hovering but should default to the middle of the unit
There is then a pendulum vertical x axis single stick (<90) joint defaulting downwards, this is to add a swing to the step of walking
This then leads to an offset that is back at the hip region of the model onto which the actual model is attached
The Hips, Legs and Feet
Will include the option of prehensile feet
From the hip offset of the machina there is a vertical x axis single stick (<90) joint defaulting downwards, to keep the hips more level while walking
At offsets in the x and z directions there are then two mirrored x axis single stick (<180) joints (one for each leg) to all for compensation of any angles in the hip, allow karate kicks, sitting cross legged and to dance the twist
From here on each leg will be described as a singular with the other being a mirror image along the yz plane
Onto the previous joint a horizontal forwards facing single stick (<135) (45 in 90 out) joint will allow for turning animations
Then a vertical Y axis double stick (360) joint with the default facing down will allow for raising the leg in either direction for the options of doing ballet like splits or even goosesteping
After an offset in the -z direction there is a vertical Y axis single stick (<180) (only bend backwards) joint to act as a knee
There is then another offset in the -z direction before a horizontal forwards facing single stick (>90) joint for rotating the feet/lower legs
The feet begin with two opposing vertical Y axis single stick (<180) joints which default to facing forwards and backwards respectively
The backward facing joint has a y offset leading to another vertical Y axis single stick (<90) joint which goes from flat to facing downwards for grasping
The forwards facing joint has three y offsets leading to more vertical Y axis single stick (<135) joints to allow walking on the balls of the feet and to wriggle the toes when idle
Onto the outer two joints there are mirroring horizontal forwards facing single stick (<60) joints to allow the splaying of toes/claws
Torso, Shoulders and Head
This incorporates some TurretZ containing models to allow for better target tracking
Onto the hip offset of the machina there is a model with a TurretZ attachment point attached to allow the whole torso to face the target if needed
To allow additional control of torso rotaion there is a horizontal double stick (360) joint attached onto the turret
At an offset about halfway up the torso there is a vertical x axis single stick (<90) joint defaulting upwards to allow the back some flexibility when swinging something heavy
Connected to the midback joint are the shoulders with two opposing vertical x axis single stick (<90) joints at an offset just below the neck which lead to offsets that the arms are attached to, this will make overhead swings look more realistic
Also connected to the midback joint is an offset for the head onto which a model with a TurretZ attachment point is attached
Onto this turret setup will be a horizontal double stick (360) joint attached onto the first turret
On the joint there will be another model with a TurretZ attachment point connected at a right angle so the second turret turns in the YZ plane
The second turret will be limited in the angle of rotation using the Turrets data type
On the turret of the second turret there will be a Y axis single stick (<135) joint, these will allow full targeting of the head and control of animations
From this joint there will be various offsets used by the face
Arms and Hands
This will be the most difficult part to animate but also the most rewarding
Also uses turrets to give the hands better rarget tracking for weapon use
Each arm is a mirror image
On the shoulder offset there is a vertical x axis single stick (<135) joint defaulting down to correct for the shoulder movements and for horizontal arm movements
There is then a vertical y axis double stick (360) joint attached to the previous one to give the arm a proper swing defaulting down
At an offset from the joint there is a horizontal single stick (<180) (45 out rest in) joint defaulting forwards, this allows the elbow/upper arm to turn
Onto the previous joint is a vertical y axis single stick (<135) joint which does not bend backwards and defaults forwards, this is the elbow
From the elbow joint there is a vertical x axis single stick (<180) joint for controling the visuals of the lower arm
There is a vertical x axis double stick (360) joint defaulting up attached to the elbow joint by a pole for the rotation of the wrist, it is a seperate entity from the upper arm joint so robots can spin the wrist without messing with the upper arm and attached to a pole for rocket/pantograph punches
The hands will be constructed that by default the palms are facing upwards
Attached to the wrist is a model with a TurretZ attachment point that turns on the YZ plane facing forwards to allow for weapon aiming
On the turret there is a vertical y axis single stick (<180) joint which defaults forwards for other wrist control
Attached to the joint is another model with a TurretZ attachment point that faces along the XY plane facing forwards
This is followed by a horizontal single stick (<180) joint which defaults forwards for more wrist control
From the wrist joint at an offset is an outward facing x axis single stick (<90) joint for manupilating the thumb or turning it into part of a claw
Onto the thumb joint a series of 3 horizontal single stick (<90) joints are to be added with offsets between them all defaulting forwards, this is to be the actual thumb for constructs with fingers
At offsets to the wrist joint there are to be 4 horizontal single stick (approx 45, 20, 20 and 45) joints (two able to bend outwards and two inwards) to allow the fingers to be spread
Onto these joints 4 series of 3 vertical y axis single stick (<90) joints defaulting forwards are to be placed at varying offsets betwwen them to create the actual fingers
The Face
This is optional but could make it easier for others to make something decent quicker
All parts are attached to the head joint at offsets unless stated otherwise
There will be rotation points for three possible mouth types with optional antennae
The antennae are at a vertical offset and begin with a horizontal double stick (360) joint with the sticks above the plane of the rotating model to allow them to move around
Onto this joint is a series of of 3 vertical y axis single stick (<90) joints defaulting up with an offset between every joint, this will allow for more ant like antennae
The eyes be at an offset slightly upwards and forwards and will consist simply of a vertical x axis double stick (360) joints defaulting forwards with the sticks infront of the plane of the rotating model to allow eye movement
At an offset infront and slightly down will be a vertical y axis single stick (<90) joint defaulting forwards to act as a simple jaw
At an offset infront there will be a model for easy alteration of the ring mouth position
Attached to the model there will be a ring of 8-16 single stick (<90) joints at small offsets around the model and slightly forwards with all joints facing inwards towards the model (think metroid queen)
Finally there will by two opposing horizontal single stick (<90) joints at forwards and sidewards offsets to be used as mandibles if needed
Well I remember watching tutorials about adding a skeleton to a model and if the shape of the model is a tad bit messed up it will cause weird stretches at joints like knee, wrist, fingers, shoulder, elbow, head, etc. I just thought using the models and putting them together and adding a skeleton would cause that.
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Hey.
This is me, trying to build a unit from other units once again. However, this time I will use a different approach.
Inspired by DrSuperEvil's Windmill, I will not try to use the animations of invisible models; I will attempt to create the animations myself, just by changing the position and rotation of the combined actors:
This is an experimental project, just to see, how it works out; maybe the animations will look good, maybe like utter crap. I decided to post this here after seeing the first results.
So, what do I do here?
For this, I will create a basic unit skeleton, which I can modify and animate to my liking. This skeleton is supposed to be re-usable for multiple units.
Then I will attach several protoss building and eventually unit models to it, to fit the Terratron- like theme.
First step: Legs and walking
I created some very basic legs and a crude torso + head for now, and tried to animate the legs. Of course, the result is not perfect, but I am surprised, how good the walk animation looks already. Add some more fine-tuning, and it becomes a realistic walk animation; similar to some in-game models.
Maybe I should give 3dsMax a shot; cannot be much more work to animate models there :p
Of course, the model choices are not final, as well as the whole animation. :)
What for?
If this skeleton turns out to be useable, I might attempt to use it for a map. Anyone knows Metal Fatigue? ;)
Maybe, this is even useful for other people, who knows?
Why this thread?
Just wanted to share this, in case, anyone is interested. Also to keep track of my progress.
Major credits to DrSuperEvil, of course, for first using the method I use to animate the stuff, and for the idea of creating a basic unit skeleton.
I was thinking about this as well. It all really depends on the finetuning, but you can do it. :D
I was too lazy at the time.. ;-)
Oh my...
yeah, please continue... that concept is to insane to just stop it...
LOL.
That made my day. Is it possible to make the robot move backwards while keeping the animation intact? Looks to me as if this thing you created would sport a REALLY good moonwalk.
I do know Metal Fatigue, aye - it was a great game back then. I'd love to see something like that back in SC2.
@Mozared: Go
I think you could just set the animation time scale to -1 to get that effect?
Unfortunately, this would not work, because I don't use animations at all. Also, even if I would, setting the animation scale of an animation does only support values >0
Moonwalk should still be pretty easy for my method xD (and for any unit, for that matter)
Just a moment...
€ there you go, 5 seconds change, but I make a new video, just for you.
@Kueken531: Go LOL, that's hilarious!
Haha Awesome... I had Billy Jean running through my head
I wish I knew how to do the model attachments.......
You sir, are a genius
If you want to help, find a data method to identify the direction a unit is turning. Although I believe tirggers can tell that more easily and then just apply a turning right/left buff.
This will enable the application of smooth turning animations.
Hopefully I will not be responsible to the revival of the power ranger's megazords and the clunky movements we all grew up with.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
So I HAVE to learn 3dsMax :D
No just we need to think carefully what joints will be needed. I am currently working on a flexible layout for a humanoid skeleton. I will post the exact list later.
Although 3d max could be useful for creating lower polygon stick models that allow proper tracking.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
But wouldn't using 3Ds Max create possible unwanted bends?
@DrSuperEvil: Go
they made good use of toys lol
@Keyeszx: Go
What do you mean by that?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Kueken531: Go
:')
You're brilliant Küken. I wish Youtube would let you put Billy Jean behind that video, it'd be perfect.
Ater this, we need a zerg-a-tron...
Once the skeleton is complete you can add whatever visuals you want. You could make it into a zerg behemoth, a menskbot or even a galactoss (yes a galactus rip).
Edit: If this is to become a serious project, here is the basic blueprint for making a basic skeleton. Feel free to make suggestions (relevant ones)
Composite Humanoid Skeleton
The X axis refers to stuff across the unit and the Y represents stuff through the unit Poles refer to actors which can have their scale changed to create offsets Joints are the Stick and rotating actor complexes used for rotation Due to the complexity of the skeleton it will be described in seperate section All parts are mentioned in sequence of connectivity unless stated otherwise
The Machina
This part is the behind the scenes for moving the whole model in various directions for use in flight animations or making it appear more ghost like and for adding a swagger to the walk
The Hips, Legs and Feet
Will include the option of prehensile feet
Torso, Shoulders and Head
This incorporates some TurretZ containing models to allow for better target tracking
Arms and Hands
This will be the most difficult part to animate but also the most rewarding Also uses turrets to give the hands better rarget tracking for weapon use Each arm is a mirror image
The Face
This is optional but could make it easier for others to make something decent quicker All parts are attached to the head joint at offsets unless stated otherwise There will be rotation points for three possible mouth types with optional antennae
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Well I remember watching tutorials about adding a skeleton to a model and if the shape of the model is a tad bit messed up it will cause weird stretches at joints like knee, wrist, fingers, shoulder, elbow, head, etc. I just thought using the models and putting them together and adding a skeleton would cause that.