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would like to create custom animations
#1
-bsapaka-
Posted 10 June 2012 - 10:40 AM
#2
-bsapaka-
Posted 14 June 2012 - 04:39 PM
#3
Posted 14 June 2012 - 06:37 PM
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
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___________Old pen and paper modules of the 70s and 80s.___________
#4
Posted 17 June 2012 - 11:46 AM
#5
Posted 17 June 2012 - 07:33 PM
Oh... Perhaps a bit of an explanation as to how the animations are set up in the Baldur's Gate series is in order. First of all, the animations in the game aren't 3-D animations, they are many series of many 2-D frames. Also, the animations for the weapons, helmets, shields, etc. are each rendered separately from the character's animation (they are in their own files, and the game overlays these animations on top of the character's animation as they are played.) Now, being 2-D means that in order to change the motions of a character's attack animations, you will have to re-render every frame (~14) of every sequence (9) for every type of attack that you want to change (if just 1-handed swords then there are 3) of every armor level (4) of every class (~5) of every gender (2) of every race (5) in the game. That means that you will have to render (largely by hand) and then assemble on the order of 75600 separate frames in order to do what you want, but even this is only half the battle since you will also have to re-position or perhaps re-render all of the helmet, shield, etc. animations so that they match the characters' new movements.I would like to create new attack sequences that incorporate actual medieval fencing techniques. I don't mind tediousness or self-learning.
With that being said, are you really still interested? I don't mean to scare you off, but you need to be aware of the scope of the task that you are proposing to do before you start making commitments or putting time into it. This would effectively require you to remake the entire character animation system of the game. You would almost certainly have to start by creating 3-D models of the characters from scratch (in all the varieties listed above), as well as all new weapons, helmets, and shields which would require no small amount of talent as an artist, but also skill with 3-D modeling software. Then you would still have to create 2-D renders of all of it, and then convert it all into the Infinity Engine animation format (.BAM).
Edited by Sam., 17 June 2012 - 07:34 PM.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#6
Posted 19 June 2012 - 10:33 AM
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