Closed ulukyn closed 1 year ago
Are you hiring an animator to create the animations?
If not, then this is moot.
About animation, if it is created with blender, can you implement it on game ?
I have no idea how export an animation to be used on Ryzom, but we can try
It's possible if you can import the animation skeleton from the max files without flipping any pivot points...
At minimum two or three animations... Idle -> jump -> idle Run/walk -> jump -> run/walk
The blending of jumping while running will look funny, though, since the animation blending in Ryzom is a bit rudimentary... (In fact, most of the specific blending animations are not even implemented currently! :( )
Or a bit fancier... Run/walk -> jump -> swim
And some useless ones... backwards -> jump -> backwards strafe -> jump -> strafe
Skeleton can be exported straight from the Blender file into NeL, so it can be checked whether it's ok. Maybe even retargeted to the proper skeleton at NeL level with some work if there's a mismatch.
No animation export from Blender files yet, since nobody has made any animations for the game in Blender.
If we make a skel2blend tool to definitely get the right skeleton in there, then our chances will be better...
So it is not only about "make an animation". Finding animators working with Blender is possible. Finding animators able to use Ryzom specific tools will be almost impossible. Perhaps you should focus on a Blender to NeL tool beforehand try to solve this ?
We already have a Blender to NeL tool already that works for shapes and skeletons.
We do not have any actual Blender content, so it is entirely moot to make any more tools for that scenario at this point.
Finding animators who can work 3ds Max with the standard animation biped skeleton is trivial. (And, honestly, cheaper than making tools that nobody uses!)
If you import the Ryzom character skeleton (rig) from 3ds Max to Blender, and make some quick sample animation with that, we can check if it'll work (or if we can make it work) and make the appropriate tools based on that. Any of the .max animation files will have the proper skeleton, and proper idle starting pose already.
In case that route doesn't give us correct data during export (flipped pivot points and so on), then we'll have to make a custom tool to transfer the 3ds Max skeleton to Blender. This may need a few more rounds of making a sample animation to confirm everything is good.
Potential issues are flipped pivot points, and mismatching animation controllers which may fail to blend. We cannot make any tools without having a few rounds of relevant sample assets to ensure everything will go flawlessly. It's possible that we'll also need to adjust the 3ds Max animation export to match things up. There are too many unknowns to put any timeline or deadline on this.
I can work on this, but I can only prioritize it if you're actually planning on contributing a significant amount of animations. If you don't have Max and need the skeleton exported for you, let me know and I'll export it and upload it here in a couple of standard formats.
Cleaning up stale issues.
Idea from https://app.ryzom.com/app_forum/index.php?page=topic/view/32034/2