Double-Fine-Game-Club / bad-golf-community-edition

A community developed version of Patrick Hackett's Bad Golf Amnesia Fortnight pitch!
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Basic Player Model Animations #3

Open Cheeseness opened 10 years ago

Cheeseness commented 10 years ago

We'll need poses and animations for our player model (#1). To begin with, we should focus on the following:

Meepasaurus commented 10 years ago

Hey, it's Meeps! I'd be happy to do some animations for this, though I'm not yet familiar with rigging in Blender. I can animate in either Maya or Blender.

Cheeseness commented 10 years ago

@ErikBehar Want to chime in here and coordinate with @Meepasaurus if you need a hand?

ErikBehar commented 10 years ago

@Meepasaurus Im using Maya, which version do you have? As soon as I rig it I'll post it here. We might need to make a golf club though!

Cheeseness commented 10 years ago

Oh whops. I totally forgot about a golf club model >_< #29

ErikBehar commented 10 years ago

You can pick up a Maya 2014 file from this url below... Let me know if its all broke and stuff. htttp://www.inversethought.com/Eriks/temp/lil_patrick_rig_2014.ma

Meepasaurus commented 10 years ago

I use 2013, but I have access to 2014. I'll install it and take a look later today, probably after the DF livestream!

Meepasaurus commented 10 years ago

Alright, I poked around the rig a little bit and it seems pretty great! Nice work! The IK-only arms are a little tricky to maintain proper volume around the elbow, but they should be okay. If it's not too difficult to add an FK-IK switch for them, that would be a huge help!

Also, when I open the file in 2014 it gives me a data loss popup and the following Script Editor notifications: RuntimeError: Plug-in, "ngSkinTools", was not found on MAYA_PLUG_IN_PATH. Unrecognized node type 'ngSkinLayerData'; The rig seems to deform properly, but I just wanted to check with you if I need to install the ngSkinTools plugin.

Cheeseness commented 10 years ago

Did the mesh end up getting some extra loops around the elbows and knees? That could help with making joints a bit easier to work with.

ErikBehar commented 10 years ago

@Meepasaurus It does have an ik / fk switch, check your menus at the top there should be a TSMG control menu, to switch the selected limb

@Cheeseness I haven't added extra loops, I wanted to see how it did with the few and then add more if we needed them, it looked ok when I was playing with the rig, but can easily add the extra loops if needed

Meepasaurus commented 10 years ago

@ErikBehar I unfortunately won't be able to check it out again until tomorrow. Do I need to install TSMG or anything to see that control menu? Also, could you attach a screenshot of what it's supposed to look like to make sure I'm not missing anything? Thanks!

ErikBehar commented 10 years ago

@Meepasaurus it should be embedded in the file, i'll take a screenshot when I get home

Meepasaurus commented 10 years ago

@ErikBehar Alright, I selected the wrist controller and switched to FK, but when I rotate the arm up (with the controller closest to the shoulder), the elbow controller dealigns with the geometry. It looks like there's only one edge loop in the geo so that might be what's causing it. I'd recommend three loops for a nice deformation.

EDIT: I was mistaken - It looks like the elbow controller is fine in FK, but the elbow geometry is getting deformed when it shouldn't be.

patrick_elbow

I'll also need body_color.jpg for the body texture. Are the eyes and mouth a part of that or am I missing some geometry in the file?

patrick_full

ErikBehar commented 10 years ago

@Meepasaurus the eyes are just texture you could grab it from the git repo = ]

https://github.com/Double-Fine-Game-Club/bad-golf-community-edition/blob/master/Assets/badgolf/art/characters/patrick/body_color.jpg

@Cheeseness is always right = P I'll add some edgeloops, will update sometime soon, although Valentines day is killing my time

Meepasaurus commented 10 years ago

@ErikBehar Thanks! No rush, I'll be pretty busy today too. :P

HuitreMagique commented 10 years ago

Hello there ! I'm also an animator and would be glad to help ! I checked the maya file and I have another warning poping: "WARNING : could not create a PyNode for manipulator type nexManip"

Anyway if you want me to do some animations for the character, just tell me, I'm more or less free this week !

HuitreMagique commented 10 years ago

Well, I'm totally noob in Maya, so it's not super easy to jump in, but I made a little run animation test to get things going. I even struggled to get my play last right! Here it is! https://docs.google.com/file/d/0B3ry9duOu3EOUjRTaVN3Si1hTTg/edit?usp=docslist_api @Meepasaurus let's try to coordinate and see who does what!

Meepasaurus commented 10 years ago

@ErikBehar Any news on the rig fixes?

@HuitreMagique You're welcome to split some of the character animations with me. I'm just waiting for the arms to be fixed since the majority of the animations will involve precise arm/hand movement.

@Cheeseness Did someone make a club model for the character?

HuitreMagique commented 10 years ago

Yeah there's an fbx for the club model here #29 As for the arms, yup, I tried to put the player in 'Standing golf pose' and it's pretty much impossible, with the current state of the skinning, to have something that looks good. Let alone trying to do the swing anim...

ChrAfonso commented 10 years ago

I got some basic face animation (for the Brad model) working: http://www.youtube.com/watch?v=jXUVdGHgh2U Just using one BlendShape currently, animated manually in Unity - I will try to get it rigged up with a bone for shape keying. Other than that, I'm currently a bit unsure how to proceed - it would be great if we could find some way to integrate face and body animations in a modular way (predefined animation names that can be triggered by a generic script, or something like that), any thoughts? Also, how many face animations/poses are needed? I' imagine a neutral, angry, and happy pose would be sufficient for the moment.

Cheeseness commented 10 years ago

Looking good, people!

@ChrAfonso Nice work. Let's move that across to #59 so that we can focus on getting the animations/poses covered in the issue description.

@HuitreMagique That run animation looks great! For the moment though, we're steering clear of on-foot gameplay (except for shooting as described in Patrick's notes), so it may be some time before we make use of a running animation.

How close were you able to get for a golf standing pose?

@Meepasaurus I've been trying to keep all models and things in the asset sources repo to make them easier to find (@fatmandu's golf club is in there too).

HuitreMagique commented 10 years ago

I gave it a shot for the swing animation, it kinda works if you don't pay too much attention to the arms! https://drive.google.com/file/d/0B3ry9duOu3EOSTdCRzNTZXQ4RGc/edit?usp=sharing @ErikBehar One thing is missing I guess to be able to export. I don't have the TSMG option to bake the animation in order to export without all the control rig... I tried to select only the skeleton and export selection, just in case, but maya still exports the whole thing... and I find myself with hundreds of useless crap in Unity. When that issue is sorted I can export and try to pull/fetch/branch/fork/merge/pull/whatever so that you guys can use it ! Cheers

Cheeseness commented 10 years ago

@HuitreMagique That looks pretty darn good! I think the arm squishiness issue could be solved with some extra verts (with partial weight assignment) that @ErikBehar mentioned he was going to have a go at putting in soon :)

HuitreMagique commented 10 years ago

Yes, it should be fine ! So I didn't plan on working all day on this... but in the end I kinda did... I have a few anims ready (at least as placeholders) : driveIdle, golfIdle and swing. To do so I overwrote the lil_partick with the rigged version and added three fbx files for the animations. The golf club is exported with the character, I figured it would be simpler for everyone. All that's left is to commit all that (and the updated prefab) !

Cheeseness commented 10 years ago

Sounds great! We do need to have the player not holding the club though (when they're driving).

HuitreMagique commented 10 years ago

For the driving animation I put the club on his back, katana style... But it's still an independent object that can be hidden in code.

HuitreMagique commented 10 years ago

Well, there you have it, the first three animations! In Unity the driving animation doesn't quite fit the cart because the mesh has been moved a bit up, to fit the collision I guess. So the character will have to be aligned to the cart mesh position. Anyway this mesh is placeholder, I can tweak the animation to fit the 'final' one !

Where can I upload the source files btw?

ErikBehar commented 10 years ago

@HuitreMagique hey if you put your anims somewhere I can check it out... I think all you need to do, to export is select the TSMGWorldJoint pull it out to top level, then export fbx... make sure you have bake selected in the fbx export options and animations of course ... If that doesn't work then I'll need to do the bake using the tools, so I'll have to get hands on the file.

I'm working on the skinning of the model with the added loops and brad head, I can post wip file if youd like, probably worst skinning than before though. I need more hours in my day hehe.

http://www.inversethought.com/Eriks/temp/badGolf_rig_02_wip.zip

(btw geo file is referenced this time so geo can be changed in future, with out affecting the rig that much)

HuitreMagique commented 10 years ago

@ErikBehar It's OK I managed to export something rather clean by pulling out the bones as you said. I also delete everything else before exporting the animation. I renamed the materials to fit the names in unity too, but I guess in the end it's gonna be a single texture, right?

HuitreMagique commented 10 years ago

Well let me know if there's more need for animation... hope to see the ones I did merged in the main fork at least !

Cheeseness commented 10 years ago

Oh geeze. I somehow missed this issue. Sorry!

Where can I upload the source files btw?

You can pop them in the assets repo. If you make a pull request against that with your files in Models/carts/HuitreMagique I'll get that merged.

hope to see the ones I did merged in the main fork at least !

Were you able to create a new pull request for that that's up to date with the master at the time you create the pull request? I closed the last one because it couldn't be cleanly merged.

HuitreMagique commented 10 years ago

Howdy! If there is a cart available with the right dimensions I can adapt my driving animation + add steering anims. I could also do a 'getting out of cart animation' that would have to be retargeted in mid air to land on the right spot next to the ball. I guess there are many other stuff more crucial to the game than that kind of cosmetic stuff... by if you need some just let me know !

Cheeseness commented 10 years ago

@HuitreMagique Once we get @lowmankind's and @RestingCoder's carts into the game, I think we'll aim to tailor animations to those and require other carts to maintain the same relative wheel/seat positions.

I think that's not likely to happen until after the next build though (which hopefully will be within the next 8 hours! :D )

By the way, your driving animation is in the current multiplayer lobby and looks awesome. Can't wait to get an open top cart in there to make it more visible.

ChrAfonso commented 10 years ago

@HuitreMagique I did a test with attaching a separately created head to your animated model (at the head bone of the rig), and it seems to work great without much hassle (other than fixing relative scaling, position, and rotation), as seen here: http://www.youtube.com/watch?v=U9FWqAY_1sQ The attached head follows all your animations nicely.

For applying arbitrary heads to players (selectable in the menu screen), we would need the player model without head (but still with head bone animations) - for the test I just superimposed Brad above Patrick ;), it would be awesome if you could modify your model/animations to allow for this :) Perhaps it's sufficient to make the head of your model a separate submesh so it can be turned off in Unity?

ErikBehar commented 10 years ago

@ChrAfonso I believe there is a version of the character in the assets repo with the heads separate btw

ChrAfonso commented 10 years ago

@ErikBehar Thanks for the heads-up, gonna look into it tonight!

ChrAfonso commented 10 years ago

Sadly I couldn't find anything, at least not in a format I can use... @HuitreMagique would you be so kind?... :)

HuitreMagique commented 10 years ago

Hi there! I'm just animating the guy, i used the file linked up here: http://www.inversethought.com/Eriks/temp/lil_patrick_rig_2014.ma

ChrAfonso commented 10 years ago

Since I don't have Maya I can't open it :/ Could you do a version with separate head?

HuitreMagique commented 10 years ago

Sorry I don't know shit about Maya apart from animating. What you can do is import the fbx from the in game assets and separate the head though!

ErikBehar commented 10 years ago

@HuitreMagique & @ChrAfonso ... ah sorry ... here is an fbx with latest geo's with body added loops, and seperate head geos: http://www.inversethought.com/Eriks/temp/bad_golf_ce_character_geo.fbx

should probably put this in the asset repo

ChrAfonso commented 10 years ago

@ErikBehar I put the separate fbx files into the asset repo: https://github.com/ChrAfonso/bad-golf-community-edition-assets Hope they're useful!