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Bird animation set
Topic Started: Nov 26 2013, 05:39 PM (30,300 Views)
HENDRIX
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-retired-

Yeah that can be done but will take some time to realize...
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Ignacio
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Ex Corrupt Staff

To be honest i don't mind waiting if something like that is possible, the thing is if you want to expend all that time doing it xD

Is up to you, but i could wait months if we could finally have that behaviour for birds xD
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Robbie
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●■♥WHY?♥■●

HENDRIX
Dec 11 2013, 03:39 PM
Yeah that can be done but will take some time to realize...
Either way, I can't wait to see what you come up with. It's also nice too see that you are taking in ideas. :worship:
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milchman
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HENDRIX
Dec 11 2013, 12:55 PM
Got the whole mating coding procedure done, mostly adapted from the tragopan. it can now build it's own nests. :)
speaking of tragopan, wasnt the tragopan nest coded with a surface like the rock island, so that animals dont actually dock on them? this was at least my only idea of solving the problem of interactions while perching, for example mating...
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HENDRIX
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Not quite: The tragos have to enter the nest by the TAP but then they lay eggs and these are put on the surface and the babies are there too. You just can't make them enter it by walking because they teleport then. :P
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milchman
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HENDRIX
Dec 11 2013, 04:45 PM
Not quite: The tragos have to enter the nest by the TAP but then they lay eggs and these are put on the surface and the babies are there too. You just can't make them enter it by walking because they teleport then. :P
hmm that means there might be a way in that case, i mean using the same enter TAP would be possible if the female for example enters much earlier and then invites for reproduction. im not sure if the penguins can interact on the rock island, but i think they behave absolutely normal after entering it...
Edited by milchman, Dec 11 2013, 04:54 PM.
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HENDRIX
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that's kinda different, as the rock island for the penguins is usually entered without a tap and just by the surface, while the nest is entered only via tap to avoid the teleporting from ground to nest level. ;)
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Elephas Maximus
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At ZTABC, you said that the jay is part of EE.
Does it mean that raven & hoopoe may use same anims in future?
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HENDRIX
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Probably not as i can't be bothered to edit them...
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zerosvalmont
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I just saw this for first time and I almost died, I'm not the biggest fan of small birds, for that we have samuel :3 , but these animations are simply perfect, I have no words to describe the work you are doing, with my limited experience I can attest to how difficult it is to get a natural movement in a model, and that bird just seems real, on the other hand is impressive share progress before the end of the project, few would do that, and show your generosity as designer, thing that has always shown, I can only say THANKS, THANKS, THANKS for your time and effort, you are the best.
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HENDRIX
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thanks mate ;D

So I've just written this for GLM, incase it helps anyone I'll share it with ya:

Quote:
 
Ah well, you could definitely contribute to it. I'm in my exams period at university atm, so I don't have the time to complete it and I also lost the inspiration, which turns the fun of designing into that nuisance of finishing.


Hmm, I never really used much of a tutorial on animating, other than the gus gingerbread man tutorial. It's kinda intuitive with very few stuff you can learn from books. You need a good eye for the motions, and refine the anim again and again. One thing that's different from there & the end result we get in ZT2 is that my bird rig is set up to use Inverse Kinematics, IK solvers. That allows for posing extremities like feet just by moving the target bone, instead of having to rotate every bone of the chain manually. So you simply keyframe the IK bones and then let the script calculate all the rotations for the ZT2 bones.

Anyway, I've written the basic guideline how to get the stuff ingame. I've set up my bird rig nicely in blender so all that has to be done to create a new anim is:
1. animate the IK version of the rig with constraints
2. bake the movements to the ZT2 version of the IK using the bake animation script
3. clean up the baked action by using the clean animation curves script
4. remove all channels for non-skeletal nodes & IK targets to achieve a better performance
5. export
6. have vg convert it

On all anims, ALWAYS insert a keyframe for Bip01 & Bip01 NonAccum, even on static ones. Bip01 should at time 0 always be 0 loc 0 rotation, and Bip01NonAccum should always be 0 for all values in blender. It looks different in nifskope though. :P

The walking running animations are something it took me a bit to figure out, but it's not really difficult. First thing you do is animate a walkcycle, obviously. The important thing is that the forward (or sideward & turn) movement comes only from the Bip01 bone. And that's about it. You do just one cycle.

So here is the blend file, a few comments:

https://www.dropbox.com/sh/20skcbs0vqlvf7d/f_n2myVbQ5/JayFIXED%20Bip01.blend

the models (two because the last thing I animated was the mating) are on layer 1
the IK rig is on layer 2
and one of the dozens of bake anims is left on layer 3

each anim baking creates a new armature you can delete that after baking, but you have to secure the animation block first, click the F next to the X next to the anim name in the action editor to make sure it will be kept when you close blender! I forgot to do that sometimes, so not all anims are available in blender anymore, which is kinda annoying.

That was a wall of text, if you got questions, ask :P And have fun with the bird ;D
Edited by HENDRIX, Jan 10 2014, 05:21 PM.
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HENDRIX
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And it's finally ready!
Download!
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Ignacio
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Thank you Hendrix!! Love the jay and i'm sure this new animation set will be use to create more realistic small birds :)
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pokeruto
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wow the jay its awesome and the new bird animatios its the best ;)
:D ty hendrix :D
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Thom
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Master Of Quack Fu

Thanks for the release DM !
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