Just wanted to show that it’s possible to use motion capture files to generate Oblivion animations. In game footage of the completed animation in action can be seen here.

I made the animation in 3DS Max by making my own bone rig and using some parts of Theo Habit's and Zennorious' animation tutorials (geniuses the pair of them for finding a workaround to Bethesda's apathy towards the community). I'll release my bone rig and a decent tutorial in time- I'm just formalising the process at the mo to make sure that it's repeatable. It should be possible to use the rig to create animations from scratch aswell as from mocap files.

By the way, this is why certain Oblivion fans should be a little bit more respectful towards Morrowind fans- we "Morrowhiners" generally have alot more modding experience which allows us to get things like this done... we "whine" because we know we can do stuff like this in Morrowind so why the hell not in Oblivion??!!

Anyway, my question for everyone out there (and the last hurdle standing in the way of custom animations IMHO)- how the blazes do you activate custom animations WITHOUT having to use the "forceav fatigue -1" trick? Does anyone know if the problem is with the .kf files not exactly matching Bethesdas or is it to do with Oblivion's game engine? Is anyone aware of this or working on a fix? Theo, I'm kinda looking in your direction with this one- I noticed that you had a command line program that seemed to magically validate custom made .kfs- does it address what I'm on about?

Righty- keep up the good work all (& that includes the Morrowind modding community!)
Sweet!
May i just say, that animation rocks dude.
FTW !
HOLY **** That is awesome!!!
Thats flippin sweet!!!!!!

Haha i made a funny get it the girl does flips and i said flippin sweet.
holy wow, thats neat
Very impressive work! Mocap animations are soooo much more lifelike that anything even the most creative animator can achieve, not to mention an awful lot less time consuming! Can't wait to see this sort of thing implemented in a mod (once the whole forceav trick is sorted!). Keep it up!
omg bowdown.gif we are not worthy!!
My jaw dropped.... and is stuck to the floor.....

addikt
wow, mouth drops
holy wow, thats neat

Clearly this game needs mocap'd ninjas STAT
My lower jaw is burning...cause it dropped to the core!

*bad joke*

*is shot*
We need arrow dodging in bullet time, like in the first Matrix movie!
QUOTE(1337m347 @ Sep 4 2006, 04:18 PM) *

We need arrow dodging in bullet time, like in the first Matrix movie!


hahaha, oh man, that would go great with the slow motion my game goes into during battle scenes : /
O_O
this needs to get to the CS forums as well.
O.o


WOW... that's simply incredible! The simple change of animations makes Oblivion look SO much better than it already is. While the flips are impressive, the walking motion after is what all of the walking animations should look like (well, not exactly, but you know what I mean).

Simply put: DAMN.
That's AWSOME!!!
QUOTE(Kita280 @ Sep 4 2006, 04:23 PM) *

O.o
WOW... that's simply incredible! The simple change of animations makes Oblivion look SO much better than it already is. While the flips are impressive, the walking motion after is what all of the walking animations should look like (well, not exactly, but you know what I mean).

Simply put: DAMN.



I wonder if there could be a massive undertaking to add more mundane animations as well, like for stores and such.
Kaleb, we can have a proper Sephiroth stance!
Holy...crap
Wow...
Amazing is all i can say....this means we can actually get custom animations into oblivions engine smile.gif congrats...you cracked it!
ok time to start asking questions....how many people have a mo-cap system sitting in their house lol
bump! So cellophane do you actually have a mocap system?
Glad everyone likes the animation

QUOTE(Guitaraholic @ Sep 4 2006, 04:29 PM) *

this means we can actually get custom animations into oblivions engine smile.gif congrats...you cracked it!


I can't emphasise this enough: Theo Habit & Zennorious cracked getting animations to run in Oblivion!!! They should get full credit for their work and their names should never be forgotten!!! I've only taken their work a step further and cracked using mocap data with animations.


scarface3412: No I dont have a mocap system (and even if I did, there's no way I'd be able to pull off moves like that!). That mocap was gotten free from the web some time ago (I think from 3D cafe or the like)- there's plenty of them out there, you just have to search for them.
Thats amazing. fing05.gif
You could not possibly have picked a more effective demonstration animation. Good work!

I vote that the first set of animations to get a work over are the combat anims. A pirouette does not make an effective attack move.
And Sephiroth's 2 handed sword stance!!!
Simply great. There's nothing stopping modders now. smile.gif
Holy crap that looks so good biggrin.gif

...but, and yes i know i am a nub, is mocap?
Motion Capture, chris.
That is incredible! Great work to everyone involved in cracking the custom animations fing34.gif
QUOTE(1337m347 @ Sep 4 2006, 11:43 PM) *

Motion Capture, chris.

aha
*turns brain back on happy.gif
thanks fro this lookign forward to teh tutorials on how to add custom anims so what is possible with them now creature attack anims new weapon anims?
I think what sets mocap so far ahead of manual animation creation is the fact that the artists never can quite get the weight shifting properties of movement in a character just right. A lot of the animations in Oblivion and other games, while usually good, don't have the proper balance/counterbalance movement in the character (the powerattack spins, anyone?).

Just a little observation I just noticed that I wanted to point out =)

Also, what exactly is the status of making .kf files? Does anyone have a link to the thread or anything? (I can't find it, and the forum search isn't playing nice) Last I checked, it still took the civ4 exporter.
The sheer determination to break boundaries set by others is just fantastic. Well done. wink.gif
If there was sound in that clip, I couldn't hear it over the sound of me #$@%ing myself.
Let the animation revolution begin! 1244.gif

This is really cool, I can't wait to see what develops in the weeks to come.
QUOTE(bobothechimp @ Sep 4 2006, 06:03 PM) *

If there was sound in that clip, I couldn't hear it over the sound of me #$@%ing myself.


too true.

lol what animation is that in the video? Because I've seen the exact same sequence used in other moddable games happy.gif
It pleases me to hear that you managed to get motion capture animations into Oblivion, motion capture can be so much better than making animations by hand, at least for things that you could actualy make in real life of course. It is always good to see modder acomplish good things that Bethesda never designed the game to acomplish.

QUOTE
lol what animation is that in the video? Because I've seen the exact same sequence used in other moddable games


Considering it's motion capture I think it's normal to see it in other games, after all it is based on real motion. Not something someone made on the computer.

........ I'm speechless....... This is fantastic!And thats an understatment!!! Excellent work!
I can see a VERY good "Enhance combat mod" coming along from this.

Unarmored combat in particular good be revamped upto something matrix style.

Mix that with Soul Calibre 2 sword/polearm/axe/hammer fighting and this would rock.

Now lets say you take 2 combat skills (unarmored and sword both at Expert level), and you can unlock advanced combination fighting techniques. Instead of all slashing how about a fight going something like:
Slash,slash *parry* punch into left/right slash, kick, backhand punch, slash, spin into "Rough Divide [FF8]" style upper cleave.

Hows that for an idea wink.gif
I... I... I just... I... dead.gif
Congratulations. Truly amazing work. I'll just sit here and keep shaking my head in amazement now.
QUOTE(Mister Cellophane @ Sep 4 2006, 10:09 PM) *

Just wanted to show that it’s possible to use motion capture files to generate Oblivion animations. In game footage of the completed animation in action can be seen here.

I made the animation in 3DS Max by making my own bone rig and using some parts of Theo Habit's and Zennorious' animation tutorials (geniuses the pair of them for finding a workaround to Bethesda's apathy towards the community). I'll release my bone rig and a decent tutorial in time- I'm just formalising the process at the mo to make sure that it's repeatable. It should be possible to use the rig to create animations from scratch aswell as from mocap files.

By the way, this is why certain Oblivion fans should be a little bit more respectful towards Morrowind fans- we "Morrowhiners" generally have alot more modding experience which allows us to get things like this done... we "whine" because we know we can do stuff like this in Morrowind so why the hell not in Oblivion??!!

Anyway, my question for everyone out there (and the last hurdle standing in the way of custom animations IMHO)- how the blazes do you activate custom animations WITHOUT having to use the "forceav fatigue -1" trick? Does anyone know if the problem is with the .kf files not exactly matching Bethesdas or is it to do with Oblivion's game engine? Is anyone aware of this or working on a fix? Theo, I'm kinda looking in your direction with this one- I noticed that you had a command line program that seemed to magically validate custom made .kfs- does it address what I'm on about?

Righty- keep up the good work all (& that includes the Morrowind modding community!)


Marry me?

well my ingame char =P
That's actually incredible.
Can anyone help me get my jaw off the floor? smile.gif
QUOTE(Lt.Death100 @ Sep 4 2006, 11:24 PM) *

Can anyone help me get my jaw off the floor? smile.gif


Sure!

*picks up jaw*
*lady N dies from the posiblities*
First order of business in my opinion is to get us some better jumping animations.

Or cloaks and scarves!
QUOTE(SwedishFish @ Sep 4 2006, 05:50 PM) *

First order of business in my opinion is to get us some better jumping animations.



I'd like to sign your petition, good sir
YES! Like for falling, the Agent falling-then-crash-into-the-ground-making-a-small-crater move!
so could something like kicking be added... that and crossbows?!? that would be awesome!
http://www.elderscrolls.com/forums/index.p...howtopic=552981
Sign!

QUOTE(erustad @ Sep 4 2006, 05:56 PM) *
so could something like kicking be added... that and crossbows?!? that would be awesome!

That seems entirely possible now, but it will still take a while to be perfected.
QUOTE(Lt.Death100 @ Sep 5 2006, 01:24 AM) *

Can anyone help me get my jaw off the floor? smile.gif


There are so many of them on the floor that I dont know which one belongs to who. sad.gif
Mine's easy to find, it's the one that broke the floor.
I have no jaw.
um, I think we better keep our hopes tucked in for a bit longer guys... If we ALL take a shot at trying this out then we can create a whole range of new things alot quicker... let the Tutoral get released... give some time for others to learn how to create such magic... even I will give this a shot since only I know how to enchance my gaming experiance
QUOTE(SwedishFish @ Sep 4 2006, 05:58 PM) *

http://www.elderscrolls.com/forums/index.p...howtopic=552981
Sign!
That seems entirely possible now, but it will still take a while to be perfected.

do it! yay! lol. it would be nice to have kicking and crossbows, i have always liked xbows better than regular for some reason... and then the kicking, roundhouses and powerkicks would be nice (: oooooo, it would be so awesome to have that stuff.
WTF?!?! That time draws nearer...I can see dragons flying over Cyrodiil as we speak...Well, looks like you just 'freed' up a whole buch of peoples time with this. Good Job !

~Gorgo~
Someone get me some new underwear.
QUOTE(RamonSterns @ Sep 4 2006, 06:48 PM) *

Someone get me some new underwear.

lol, yea... somebody get me a new graphics card rofl
Someone just get me a mop and a bucket, I have lots of drool to clean up. O_O
My foot itches with excitement biggrin.gif .... oh wait that's my athlete's foot... dry.gif
Anyway awsome work to all of you that made it possible to get this. Can't wait for the great mods to be created through tthis breakthrough. fing05.gif
Thats better than every single one of oblivs animations combined....nice.
oh.... oh my.... thats absolutely splendid!
makes me want to run out and buy a motion capture device lol
wonder what they go for...
..stunned silence..... bowdown.gif


QUOTE
By the way, this is why certain Oblivion fans should be a little bit more respectful towards Morrowind fans- we "Morrowhiners" generally have alot more modding experience which allows us to get things like this done... we "whine" because we know we can do stuff like this in Morrowind so why the hell not in Oblivion??!!
Well said.
QUOTE(Gorgo @ Sep 4 2006, 04:36 PM) *

WTF?!?! That time draws nearer...I can see dragons flying over Cyrodiil as we speak...Well, looks like you just 'freed' up a whole buch of peoples time with this. Good Job !

~Gorgo~

Uhhhh, how would you mocap a dragon? lol
QUOTE

Someone get me some new underwear.

I could use a good pair too...
Most impressive work. fing34.gif I really love when the character takes a couple steps at the end. Looks so fluent.

EDIT: How long before someone replaces all the walking/running animations with this? biggrin.gif
This is an excellent bit of work. Definitely lots of things that could use improving.

Unfortunately, with no way to add animations (I assume) to Oblivion (only being able to edit current ones, right? Maybe add Idles, but nothing meaningful, no?), the CS is limiting in this regard. Lots that can be done, but man oh man, I want some changes to the CS (defining new skills/animations for the actions of that skill would be huge), but I don't think we'll be seeing that.

Someone should totally like, re-engineer Oblivion and the CS to allow stuff like that (I know, probably illegal, certainly near impossible)...

QUOTE(Mister Cellophane @ Sep 4 2006, 05:09 PM) *
By the way, this is why certain Oblivion fans should be a little bit more respectful towards Morrowind fans- we "Morrowhiners" generally have alot more modding experience which allows us to get things like this done... we "whine" because we know we can do stuff like this in Morrowind so why the hell not in Oblivion??!!

Well said, but I haven't seen much anti-Morrowind-ism from the ObModders. I can think of one, whose impression of Morrowind modding was that it was little better than a pixelated dress up (/undress) doll, but I haven't seen her around in quite some time. Everyone else seems to not really mention Morrowind modding much at all, except for those who experienced it, and in these cases, the comparisons generally seem fair (Oh man, that's cool, we never could have done that in Morrowind! or, unfortunately, as you note, often, "Man, wtf, we could do that in Morrowind! Why not here?!")
QUOTE(DragoonWraith @ Sep 4 2006, 09:23 PM) *

I can think of one, whose impression of Morrowind modding was that it was little better than a pixelated dress up (/undress) doll, but I haven't seen her around in quite some time.


Are you talking about CuteUnit? What happened to her?
QUOTE(scarface3412 @ Sep 4 2006, 09:26 PM) *

Are you talking about CuteUnit? What happened to her?

No loss.
So, who has been sparked by this and what is your next project?

Personally, I would like to see new animations for: running, walking, swimming, and jumping. I could also see new attack animations, such as Combo moves and the like. I guess the possiblities are endless now so I will sit back and patiently......

~Gorgo~
Chairman Wow!

I can imagine mocap animations being used in some sort of dual-wielding kind of mod.
In a cruel twist of fate, I'm going to wake up in about 2 minutes...
I...I...cant...believe it! Crap, I can't figure out which jaw on the floor is mine...

You are the toughninja.gif of custom animations my friend.
I keep watching it over and over again.... it reminds me of that GuildWars vs WOW MC Hammer Music Video on YouTube... they all have custom animations.... sigh... At least we have progress..

addikt
crazy i seriously got excited about this game again
Holy motion captured animations Batman! That's awesome!
wow thats the coolest animation ever cat wair for download
QUOTE(DragoonWraith @ Sep 4 2006, 08:23 PM) *

Unfortunately, with no way to add animations (I assume) to Oblivion (only being able to edit current ones, right? Maybe add Idles, but nothing meaningful, no?), the CS is limiting in this regard.

Actually that animation was added as a completely new idle (it was placed in the "IdleAnims" folder and set up in the CS)- I think that this means that you can have as many new animations as you like, there's no limit because you're not replacing existing animations in the characters folder. The problem with this is starting the animations- the NPCs know that they're supposed to be using them (you can even check using "PickIdle" with the console) but they won't actually start using the animation until they're knocked down & get back up again...

QUOTE(DragoonWraith @ Sep 4 2006, 08:23 PM) *

Well said, but I haven't seen much anti-Morrowind-ism from the ObModders. I can think of one, whose impression of Morrowind modding was that it was little better than a pixelated dress up (/undress) doll, but I haven't seen her around in quite some time.

If this is true about CU then it's just pathetic & she's really showing stupidity/ignorance/unbelievable disrespect... I'd be very curious to know how my mod on PES fits into her "dress up doll" modding theory...

Anyway- my question still hasn't been answered or ever mentioned in any of the replies!!!

Does anyone know why the animations only plays when the NPC is knocked down or is there a better fix for it?!
QUOTE(Mister Cellophane @ Sep 5 2006, 11:21 AM) *
Anyway- my question still hasn't been answered or ever mentioned in any of the replies!!!

Does anyone know why the animations only plays when the NPC is knocked down or is there a better fix for it?!
What settings/conditions did you use for the Idle Anim in the corresponding menu in the CS? Maybe this could give some clues smile.gif

X.
Incredible work. But will it be applied to a mod, or will it be the beginning of an animation-replacer project? ohmy.gif
QUOTE(XMarksTheSpot @ Sep 5 2006, 04:46 AM) *

What settings/conditions did you use for the Idle Anim in the corresponding menu in the CS? Maybe this could give some clues smile.gif

X.

In the Idle Animations section from the Gameplay menu of the CS I added a new child (a special idle) to Characters\_male\IdleAnims, gave it an ID, assigned it my kf file and gave it a GetIsID condition so that the animation only applies to my test NPC.

I experimented extensively with other conditions & the AI wander settings (trying to activate the animation when the NPC is waiting after wandering etc.) but it's always the same result- the NPC DOES pick the correct animation and it knows that it should be using it (I've checked using "PickIdle" from the console) but the NPC just stands there- they don't start moving through the animation’s actions until they get knocked down... to put it another way- they seem to need a kick up the [censored] to get them to start using the animation.

I've duplicated the animation set up from Oblivion quest animations in the CS so this makes me think that it must relate back to the kf file itself... most likely there are a few incorrect bytes in the file or a flag that just has to be set from 0 to 1 or something ridiculously stupid like that... this is one of those times when a quick ONE LINE comment from a Bethesda dev could advance the community tremendously but I don’t think anyone’s going to hold their breaths for that...

QUOTE(Benrahir @ Sep 5 2006, 05:27 AM) *

Incredible work. But will it be applied to a mod, or will it be the beginning of an animation-replacer project? ohmy.gif

That's up to the community- I'm only interested in cracking how its done & making a tutorial so that modders can go their seperate ways and do what they like with animations.
this looks better than all animations in the game...
*drops his jaw next to Addiktive's*

think we can finally make a REAL dancing mod...
This is a big step in Oblivion modding.
indeed, realistic walking could be possible now...
just that last forceav fatigue-1 thingy
QUOTE(Mister Cellophane @ Sep 5 2006, 11:21 AM) *
Does anyone know why the animations only plays when the NPC is knocked down or is there a better fix for it?!

Could you send me* one of the mocap animations? It doesn't matter which one. I'll check it and maybe I'll find some clue. If more 'heads' will be involved in this, the better ;-] I'm very interested in such ninja-moves b'coz my mod (Actors In Charge) is always very thirsty of new animations ;-]

* trollf at gmail dot com
QUOTE(trollf @ Sep 5 2006, 05:41 AM) *

Could you send me* one of the mocap animations? It doesn't matter which one. I'll check it and maybe I'll find some clue. If more 'heads' will be involved in this, the better ;-] I'm very interested in such ninja-moves b'coz my mod (Actors In Charge) is always very thirsty of new animations ;-]

* trollf at gmail dot com

Fair enough, Greek Storm PMd me with a similar request- I'll put the kf file (there's only one at the mo) on PES later on today so that anyone can check it out for themselves in every sense of the word
QUOTE(Mister Cellophane @ Sep 5 2006, 12:50 PM) *
I'll put the kf file (there's only one at the mo) on PES later on today so that anyone can check it out for themselves in every sense of the word

That's fine with me. But how about TESSource, b'coz mods on PES sometimes wait quite long for approval ;-]
That is amazing. I am so exited.
I haven't got a clue how to mod, but can't you make a spell or ring that drains all fatigue or something, so the animation thus starts?

Only problem is that everytime you're out of fatigue you start kung-fuing all over the place tongue.gif
------------------------------------------------------------------------------------------
Oh, and I'm throwing my jaw on the pile as well. incredible animation!
Makes Oblivion look so more lifelike... makes you wonder, why didn't Beth make the fullest use of their engine, surely they could've done a few mocap anims.

I demand a mocap walk animation wink.gif
can you put a condition on the cell loading so that everyone falls down?
QUOTE(CaiusJulius @ Sep 5 2006, 10:30 AM) *

Makes Oblivion look so more lifelike... makes you wonder, why didn't Beth make the fullest use of their engine, surely they could've done a few mocap anims.

I demand a mocap walk animation wink.gif


A new walk/run animation is needed indeed! smile.gif
That is amazing!!!!!!!!!!!!!!!!!!!!!!
*Got in himmel*

!!

*runs of the window*

*climbs back in*

Mo-cap in Ob?? Awesome!

Respect! fing34.gif
WOW !! Really SMOOTH animation there .

This looks nice ! ! !
We can have a disco mod... With more than just some disco lights and original animations cut into pieces tongue.gif
QUOTE(Mister Cellophane @ Sep 5 2006, 05:34 AM) *
That's up to the community- I'm only interested in cracking how its done & making a tutorial so that modders can go their seperate ways and do what they like with animations.


Then I hope the community responds accordingly to this great idea biggrin.gif
This is great, sure you must do ForceAV Fatigue -1 when doing new animations, but replacing the original animations with better ones for jumping/walking/fighting would work like a charm! Absolutely great done all, just some month ago, we thought there wouldn't be a possibility for new animations in Oblivion without a patch for the CS, but now, boy there's much to do!
fantastic work as always (although we won't mention...the other mod.)
perhaps Oblivion Script Extender would be a more efficient way to get animinations to work.
Getanimation or something like that???
You know what this meens, right?


RETURN OF THE CLIFFRACERS!!!
You know what the ironic thing about that is? Once someone decides to make a cliff racers mod (less annoying than how they were in Morrowind however) it'll likely be one of the hottest and most downloaded mods ever.

Never underestimate the power of nostalgia.
I'd download the cliffracer mod just so I'd have the ability to make a mod that removes all cliffracers from game wink.gif


Sounds like fatigue is simply forcing a getup animation, have you tried starting the animation by forcing a different type of animation?


I wish the devs would stop milking the 360'ers and comment on something in regards to animation. :|
impressive stuff.

Great!

Now, everybody, quickly fire up your mocap systems and go through the Oblivion character motions, and then we'll vote on them!

wink.gif

Seriously, excellent demo!

Regards.

twirl.gif bowdown.gif bowdown.gif bowdown.gif bowdown.gif twirl.gif
Love to see the example here as a dodge animation. How freaking cool would that be? A mage tosses a fireball off at a rogue only to have him flip out of the way and vanish into the shadows.
QUOTE(Mister Cellophane @ Sep 4 2006, 04:37 PM) *

Glad everyone likes the animation
I can't emphasise this enough: Theo Habit & Zennorious cracked getting animations to run in Oblivion!!! They should get full credit for their work and their names should never be forgotten!!!

This is pure BS. Theo and I cracked it. I started the thread, got Theo fired up, told him the errors I was getting with the KF files being out of date, etc. Then the Zen guy shows up a day later or two writing a tutorial, and then acts like he wasn't aware of me and Theo's breakthrough? COME ON. No animations EVER... then at the same time two people figure it out? Not that I care about it, I was just tired of everyone crying about how they couldn't do it, when I figured if the civ 4 plugin was capable of making models then it's anims would probably work too.

If anyone should get credit it's Theo. However, I was the one who stirred the community and got the right heads together and cracked it first, right HERE:
http://www.elderscrolls.com/forums/index.p...howtopic=540148

And with all the buzz that day with tons of threads getting started/deleted over our discovery, I find it impossible that anyone happened to miss that thread or the fact that we had cracked it. Ok I'm done ranting, but I feel credit is due, and other people are running around trying to take credit for something I did, and noobs are buying it.

Also, I noticed how the video cuts off the integration. How well does the transition work? You cropped it out because I can assume it snaps. What I want to know is what are the blend settings to make animations transition better? That anim is just one of the stock anims that comes with character studio, I'm not seeing the point of this other than to try and steal credit from other peoples hard work.
that bit after she finsihed cartwheeling where she is walking back into position looks rly real and natural

that can't be normal oblivion walking animation
Bethesda will sell you a new animation for $ 2.99
I wonder how many key frames were in that animation? got to be quite a few and i bet if you fire balled her she would just keep on flipping the the end of the overly long loop biggrin.gif

still adding new interesting animations would be nice, like a short flip forward with the sword as a forward power attack.

and one other thing, apart from me who else even has access to a mocap suite? tongue.gif
QUOTE(madmole @ Sep 5 2006, 01:51 PM) *

I'm not seeing the point of this other than to try and steal credit from other peoples hard work.



Motion capture and regular animations aren't rhe same thing.
QUOTE(Alistance @ Sep 5 2006, 08:18 PM) *

Motion capture and regular animations aren't rhe same thing.


Very true Regular animation requires a preson to carfully peice together a group of key frames to form a smooth animation...

Mocap Requires someone to piss around with a load of cameras for an hour to get a 2 second loop and then carfully cut OUT keyframes to get a viablely small file size for an animation...


plus mocap is only any good for copying what normal people do, so no cool triple kick flips and the like (unless you find someone who can do it while wearing a mocap suit which dislikes rapid motion biggrin.gif)
QUOTE(Pasakinal @ Sep 5 2006, 02:27 PM) *

Very true Regular animation requires a preson to carfully peice together a group of key frames to form a smooth animation...

Mocap Requires someone to piss around with a load of cameras for an hour to get a 2 second loop and then carfully cut OUT keyframes to get a viablely small file size for an animation...
plus mocap is only any good for copying what normal people do, so no cool triple kick flips and the like (unless you find someone who can do it while wearing a mocap suit which dislikes rapid motion biggrin.gif)


On the other hand, though, Mocap tends to look alot more real during regular movement. Such as walking, jumping, running, stumbling, so on and so forth. It's a better choice overall for mundane movement.
I was more impressed with the movement near the end after she does the flips. Imagine if all npc's had a random gesture like that with visable tasks that they do, it would make them feel much more alive.
Opens mouth.

Drools.

Closes mouth.

Ouch, that's good..
QUOTE(Alistance @ Sep 5 2006, 08:31 PM) *

On the other hand, though, Mocap tends to look alot more real during regular movement. Such as walking, jumping, running, stumbling, so on and so forth. It's a better choice overall for mundane movement.


Oh yes i totally agree with you there, in my experience though it takes so much farting around to get anything you would have been better off hand animating yourself tongue.gif
QUOTE(povuholo @ Sep 5 2006, 04:03 PM) *

We can have a disco mod... With more than just some disco lights and original animations cut into pieces tongue.gif


Lol, yes thats one use for it! smile.gif Another amazing breakthrough for the modding community, if new animations can be added then a whole new era of modding is upon us. Coupled with OBSE the new possibilities for mods are extensive to say the least.
this makes me exited, think about the possebilities WOOTH YEEEES I bow to thee and all those who cracked it *worship*

you guys rule 8D
that is very, very cool. at this pace, this game might actually be fixed one day.
Cool, new hand-to-hand animations. thumbsup.gif
Free motion captures: http://www.google.com/search?hl=en&lr=...Motion+captures there are a ton of em out there. No need to mess with your own cameras and green screens and illuminated ping pong balls --- unless you want to of course. While I did not look too hard into the results, I would be willing to bet that there are some free wire-work mocaps. Ah now if trees only had some sort of collision and physics some bright young thing here could do Crouching Tiger Hidden Septim.
its a shame that after the animation breakthrough there wasn't a flood of crappy half-finished mods

at least that would satisfy us for a few days while the bigger projects evolved

I'm surprised that there hasn't been a "middle finger" mod or something
bump
QUOTE(madmole @ Sep 5 2006, 02:51 PM) *

Theo and I cracked it. I started the thread, got Theo fired up, told him the errors I was getting

You're a true genius. I hope that one day I too will have the ability to start a thread basically stating "hey, to anyone with actual animation skill, I bet you could pull this off if you keep trying!!" and later declare myself a modding pioneer. Theo was probably the first to make any real progress, but my guess is he couldn't care less who gets credit. The modding community now has more freedom and much more room for creativity, reward enough I think.

Mister Cellophane: Nice breakthrough, the animation looked very natural and life-like.
I would really like to see a cool running animation and a better roll animation i hope somebody will make them!
QUOTE
I'm surprised that there hasn't been a "middle finger" mod or something


LOL! Run up to a guard and give him the bird - then watch as he gets angry and slays you down! I WANT!
I wanna do that wearing boxing gloves! He'd never know...
QUOTE(madmole @ Sep 5 2006, 01:51 PM) *

This is pure BS. Theo and I cracked it. I started the thread, got Theo fired up, told him the errors I was getting with the KF files being out of date, etc. Then the Zen guy shows up a day later or two writing a tutorial, and then acts like he wasn't aware of me and Theo's breakthrough? COME ON. No animations EVER... then at the same time two people figure it out? Not that I care about it, I was just tired of everyone crying about how they couldn't do it, when I figured if the civ 4 plugin was capable of making models then it's anims would probably work too.

If anyone should get credit it's Theo. However, I was the one who stirred the community and got the right heads together and cracked it first, right HERE:
http://www.elderscrolls.com/forums/index.p...howtopic=540148

And with all the buzz that day with tons of threads getting started/deleted over our discovery, I find it impossible that anyone happened to miss that thread or the fact that we had cracked it. Ok I'm done ranting, but I feel credit is due, and other people are running around trying to take credit for something I did, and noobs are buying it.

Also, I noticed how the video cuts off the integration. How well does the transition work? You cropped it out because I can assume it snaps. What I want to know is what are the blend settings to make animations transition better? That anim is just one of the stock anims that comes with character studio, I'm not seeing the point of this other than to try and steal credit from other peoples hard work.

Ok- let's take this point by point shall we?


This is pure BS. Theo and I cracked it.
No, I'm afraid that Theo Habit & Zennorious were the first to crack getting animations to run in Oblivion- not you. If you check back to page three of your thread here you'll see that Theo posts:

QUOTE(Theo Habit @ Aug 20 2006, 12:08 PM) *

Got my first animation into the CS. Do I get a prize?

to which you reply:

QUOTE(madmole @ Aug 20 2006, 12:31 PM) *

THEO!!!!! CONGRATULATIONS! I knew you could do it.

Note the "you" in "you could do it" there. He then had to provide you with detailed instructions in his next few posts so that you could COPY his process and REPEAT what he had figured out to do... he led and you followed.

Zennorious' process was separate and distinct from Theo's. He pioneered and demonstrated that you didn't need any special biped for creating animations in Oblivion- he showed that ANY biped can be used straight out of Max- that's no small thing to discover and is different from Theo's system. He didn't need any special pre-set up files, just the export scripts.


I started the thread, got Theo fired up, told him the errors I was getting with the KF files being out of date, etc.
So essentially you were acting as a cheerleader to Theo? Here's a quick question for you- when a team wins a game do the cheerleaders get any credit for the player's performance? I think you'll find that the answer is no because it's the players who do all the work... I'm sure I'm not the only one who thinks that the players would have performed just the same even if there weren't some people on the sidelines saying "go team go!".

I would give you credit if I could see that something you had done helped Theo in his breakthrough but, I'm afraid that I can't see how you telling him the errors that you were getting helped him progress in any way. As I've posted above, he figured out his own way of exporting the animations which he then had to bring you up to speed with. If your errors or process were of use to him then he wouldn't have had to bring you up to speed as it would have partially been your process.



Then the Zen guy shows up a day later or two writing a tutorial, and then acts like he wasn't aware of me and Theo's breakthrough?
I prefer to take people at their word- I believe that Zennorious was genuine because when he found out about your thread and Theo's breakthrough he instantly (and very selflessly) turns it all over to your thread and acknowledges (incorrectly IMHO) that his thread should be secondary/support to your thread:

QUOTE(Zennorious @ Aug 21 2006, 04:11 AM) *

Oh, I've just noticed the other thread. It looks like I am a little late with this. But maybe there is something in this thread too that can be of any use.

If he had wanted to copy Theo's work or take credit for it then why would he have made the above statement?


Not that I care about it
Well obviously you do care about it seeing as you made your post- you even admit that you were ranting:

QUOTE(madmole @ Sep 5 2006, 01:51 PM) *

Ok I'm done ranting

People who don't care don't rant...


If anyone should get credit it's Theo.
Correct- Theo should get credit for his breakthrough but, as I've said above, Zennorious made an equally big breakthrough and made an equally useful tutorial to Theo's and therefore deserves as much credit for his work.


I feel credit is due, and other people are running around trying to take credit for something I did
What exactly have you done except cheerlead for Theo? Theo was the first to successfully export an animation for Oblivion- not you. The players get the credit as they were the ones that did the work, not the supporters/cheerleaders.


Also, I noticed how the video cuts off the integration
See here for a clip of the integration- I'll have to assume that by "integration" that you mean the initial activation of the animation.


How well does the transition work? You cropped it out because I can assume it snaps
As you can see from the clip, it transitions quite nicely and no it doesn't snap in the least- if anything it's too fluid. You will note that the initial "glooping" is due to the NPC starting to fall down before the animations kicks in and hardwires her body. I suspect that the animation transition would be seamless if a method other than "forceav fatigue -1" could be found. Oh, and I left the transition out of the initial clip because, as you can see, it's quite boring.


What I want to know is what are the blend settings to make animations transition better?
What are these "blend settings" that you're refering to?


That anim is just one of the stock anims that comes with character studio
No that animation is NOT one of the stock ones that comes with CS- I know this because I had to edit the motion capture data that I got from the internet to make it smoother and make it's end/start transition seamless. Even if it was from CS, I still can't figure out what point you're trying to make- using motion capture data for animations means that you have to use motion capture data for your animation...


I'm not seeing the point of this other than to try and steal credit from other peoples hard work.
Then you should go and do your research as obviously you don't understand the difference between regular stop animation and motion capture animation. As can be seen here (scroll down to "Advantages") and from other posters such as Alistance, everyone else seems to recognise and understand them as being distinct. Just like Zennorious' process for exporting animations was separate and distinct from Theo's system, using motion capture data in animations is a separate and distinct process from manually setting keyframes.

If you had done your research you'd realise that me figuring out how to use motion capture data in animation for Oblivion (something that no-one else has managed to do) has more applications than just using motion capture data. It obviously hasn't occurred to you that the method can be used to transfer ANY keyframe data to AND from a bone rig OR biped? This will allow people to create composite animations (i.e. animation sequences made by picking & mixing individual animation files & putting them back to back) or hybrid animations (i.e. animations made by merging & combining multiple single animations to form a new melded animation). These abilities are infinitely more powerful that just being able to key frame by frame and will save 100's of hours of work. People will also be able to take animations that other people have done and tweak/modify them or use them as a base for new/further developed animations- just to make this quite clear:

What I have figured out will allow people to take Bethesda's stock animations as a base and modify them to make "tuned" or expanded versions of the animations.

That is what the point of this is- do you understand now?

Oh, and let me get this straight- I (as in me personally) am stealing the credit for other peoples work despite having posted:

QUOTE(Mister Cellophane @ Sep 4 2006, 04:37 PM) *

I can't emphasise this enough: Theo Habit & Zennorious cracked getting animations to run in Oblivion!!! They should get full credit for their work and their names should never be forgotten!!! I've only taken their work a step further and cracked using mocap data with animations.


and

QUOTE(Mister Cellophane @ Sep 4 2006, 04:09 PM) *

I made the animation in 3DS Max by making my own bone rig and using some parts of Theo Habit's and Zennorious' animation tutorials (geniuses the pair of them for finding a workaround to Bethesda's apathy towards the community).

I don't suppose you could explain the logic behind your statement? You will note that AT NO POINT have I said anything like "I made animations work in Oblivion"... what I have done is figured out how to use motion capture (or any other animation data) in the creation of Oblivion animations which is very important for the community for the reasons that I've stated above.




QUOTE(Vox_Populi @ Sep 5 2006, 04:26 PM) *

You're a true genius. I hope that one day I too will have the ability to start a thread basically stating "hey, to anyone with actual animation skill, I bet you could pull this off if you keep trying!!" and later declare myself a modding pioneer.

My thoughts exactly...
Did you really have to make that? she still has an awesome mod in the making smile.gif
You know what this means? New awesome uber cool sword ninja sword fighting animations!
T O L D tongue.gif
QUOTE(-Xian- @ Sep 5 2006, 06:24 PM) *

Did you really have to make that? she still has an awesome mod in the making smile.gif

My apologies to MadMole is she’s hurt by anything I've posted- that wasn't my intention, I just wanted to get the facts straight. I don't appreciate being accused of trying to steal anything:

QUOTE(madmole @ Sep 5 2006, 01:51 PM) *

I'm not seeing the point of this other than to try and steal credit from other peoples hard work.

and it's a pretty good way to get my back up as I find it most insulting...

Still a fantastic breakthrough. Greatly looking foward to what comes next.

Animation is definelty not a strong point of mine so gotta question for you. If you introduced an animation like that flip, and mid flip the character was impacted say by a fireball or something else that should toss them back. Would the animation break and do a regular havoc fall back...or continue..or continue but translating backwards along with the force of the strike.
It seems, 99% of this thread is full of crap, and only about 1% (if even that) has bothered to respond to Cellophane's initial question.. Which is just grossly depressing considering how his question was very valid and it being resolved could lead to good things for all of us..

Really.. Did we need so many replies saying "awesome" and "my jaw is on the floor"? Frankly, that's just absurd.. It wasn't helping at all or adding to the thread in any constructive way, and the animation itself was not even the point of the thread to begin with.. which had many of you actually payed any freaking attention, you'd have realized.. As for the whole stealing stuff, that's even more absurd, since it is "very" clear that Cellophane here only wanted to help, and NEVER made a claim that he did any of the initial work involved in making animations work.. He only came here to present a key discovery beyond that initial work, and to ask a question.

This forum gives me a headache sometimes..
that is absolutly breath taking!!!!

ok...just read the above post
QUOTE(Mister Cellophane @ Sep 4 2006, 04:09 PM) *



Anyway, my question for everyone out there (and the last hurdle standing in the way of custom animations IMHO)- how the blazes do you activate custom animations WITHOUT having to use the "forceav fatigue -1" trick? Does anyone know if the problem is with the .kf files not exactly matching Bethesdas or is it to do with Oblivion's game engine? Is anyone aware of this or working on a fix? Theo, I'm kinda looking in your direction with this one- I noticed that you had a command line program that seemed to magically validate custom made .kfs- does it address what I'm on about?



Just bringing this to the back pages for those that don't read the earlier pages.
Sorry I can't help
Technically, and I mean technically, this thread is in the wrong place to have questions like that answered. May as well have just put it in Oblivion General for all the good it would do.

On topic, I know not much about animation, and less about .kf files, but when I have some spare time (after I finish my mod and before I start Uni) I'll start looking into it. Anything I can do to help!
That's amazing. I smell ingame cinematics (like Half-Life 2) *hopes very loudly in his brain*
QUOTE(IsItThough @ Sep 5 2006, 08:11 PM) *

Technically, and I mean technically, this thread is in the wrong place to have questions like that answered. May as well have just put it in Oblivion General for all the good it would do.

While it might have been better in the CS section, I agree, I think it'd be nice if people actually read the initial post and tried to help than go "wow" at eye candy..
QUOTE(The Sage Of Time @ Sep 6 2006, 01:22 AM) *

While it might have been better in the CS section, I agree, I think it'd be nice if people actually read the initial post and tried to help than go "wow" at eye candy..


What do you expect? A lot of people who frequent these pages are only here to look for the next modding hit. These are the same people who started a million OOO threads, the same people who caused talented people like DVD to quit the game. It would be nice if everyone who posted here was a modder who wanted the community to move forward through collective experience, but as I have found out many a time, not many people are willing to do so, and of those that are not many actually have any useful experience.
I am satisfied with the current animations such as walking, running, swimming, etc. Now, if you can make a DANCE animation, open a real bar with some chicks or guys dancing a la House of Earthly Delights, I would download. biggrin.gif

QUOTE(IsItThough @ Sep 5 2006, 08:28 PM) *

What do you expect? A lot of people who frequent these pages are only here to look for the next modding hit. These are the same people who started a million OOO threads, the same people who caused talented people like DVD to quit the game. It would be nice if everyone who posted here was a modder who wanted the community to move forward through collective experience, but as I have found out many a time, not many people are willing to do so, and of those that are not many actually have any useful experience.

You're a bit more blunt than I am.. Though I'd have to say I agree with all of that, and pretty much feel exactly the same way. It is just sad is all, really sad..
Sad?! Gimme a break. If the original poster did NOT want people to "ooh" and "aaah" at this, it never would have been posted in this section. Don't forget that all that "ooohing" and "aaaahing" acts as both a motivation and reward for the efforts. If I was half as good with modding as I am with Photoshop, I'd have to put earplugs in my ears. Kudos for the modders and their efforts, and kudos to the fans.
Aye, there's the rub - I don't do it for the adulation of others, and I doubt many of the good modders out there do either. I can only really speak for myself though, and I mod because I like being creative and I like seeing something I did on a computer screen (I've been like that since I started coding BASIC aged 6).

I urge the OP to correct me if I'm wrong, but it seems to me that he posted here because he wanted an answer to a technical question, so that he may garner some enjoyment out of that aspect of things, and so that other people may get the same satisfaction from it. Not so that over a hundred people could come and say "Ooh, pretty!" whilst ignoring the question.
QUOTE(Veritas_Secreto @ Sep 5 2006, 09:32 PM) *

Sad?! Gimme a break. If the original poster did NOT want people to "ooh" and "aaah" at this, it never would have been posted in this section. Don't forget that all that "ooohing" and "aaaahing" acts as both a motivation and reward for the efforts. If I was half as good with modding as I am with Photoshop, I'd have to put earplugs in my ears. Kudos for the modders and their efforts, and kudos to the fans.

You honestly think he cares about repetitive nonsense being posted rather than an answer to his question? I hardly think so.. Oooing only goes so far, and what he did here wasn't posted for motivation of any kind, nor did he need it, it was just an example of something working in practice with a question provided.

Yes, I consider it quite "sad" in a sense.. I happen to be one of those modders you speak of, and quite frankly if I posted something like this, I'd get 10x the motivation from people wanting to help than a bunch of blank, hollow posts that are full of nothing but drooling.. I'm not faulting anyone for being impressed mind you, but look at how many pages this thread has gone without hardly ANY coherent response to the initial question..

QUOTE(IsItThough @ Sep 5 2006, 09:43 PM) *

I urge the OP to correct me if I'm wrong, but it seems to me that he posted here because he wanted an answer to a technical question, so that he may garner some enjoyment out of that aspect of things, and so that other people may get the same satisfaction from it. Not so that over a hundred people could come and say "Ooh, pretty!" whilst ignoring the question.

Yes.. Agreed.
QUOTE(IsItThough @ Sep 5 2006, 08:28 PM) *

What do you expect? A lot of people who frequent these pages are only here to look for the next modding hit. These are the same people who started a million OOO threads, the same people who caused talented people like DVD to quit the game. It would be nice if everyone who posted here was a modder who wanted the community to move forward through collective experience, but as I have found out many a time, not many people are willing to do so, and of those that are not many actually have any useful experience.


How to put everyone in the same bucket in 5 lines. Unfortunatly, not everyone is a talented modder or even a modder. I'm not. I've tried the tutorial, but my experience finish there. People replying with "Wow, that's amazing work" are just people who found that the work he accomplish is amazing. Not people who dont want to help. My goal is not to flame you, just to say my point. Take it as you wish, but please dont generalize.

But anyway, Kudos to your work Mister Cellophane, you truly deserve a medal wink.gif
ribbon.gif


-Sabriel
P.S : "Is it though" If you want to reply, do it by Pm, let's not hyjack this thread.
!parC yloH Holy Crap!

You have designed the stairway to godding heaven!
smile.gif
QUOTE(sabriel @ Sep 5 2006, 09:49 PM) *

How to put everyone in the same bucket in 5 lines. Unfortunatly, not everyone is a talented modder or even a modder. I'm not. I've tried the tutorial, but my experience finish there. People replying with "Wow, that's amazing work" are just people who found that the work he accomplish is amazing. Not people who dont want to help. My goal is not to flame you, just to say my point. Take it as you wish, but please dont generalize.

But anyway, Kudos to your work Mister Cellophane, you truly deserve a medal wink.gif
ribbon.gif
-Sabriel
P.S : "Is it though" If you want to reply, do it by Pm, let's not hyjack this thread.

I think the thread is well beyond the point of hijacking already..
And honestly, while perhaps his comment was a generalization.. It is mostly true. Compliments are fine, but not when you get a flood of the same repetitive comments that have nothing to do with the original threads purpose. He was asking a question, people derailed it with comments on the eye candy, which was only meant to be an example.. There wasn't any need at all to comment on that video so extensively, the point here was to make progress, which is obviously getting lost in the wave of useless compliments.

Some people take modding a little more seriously than you might be thinking right now, as it means getting the work done better and faster for -everyone- and "then" allowing people the time to have their fun and "Oooh" and "Aahhh" moments when the finished product is ready and something viable can be done with it. Do you understand what I am trying to say?

There is a time and place for everything. And it doesn't appear very many people in this thread payed any attention to the "point" of the thread, nor that what they were going to say (the ooh and ahh) had been done two or three dozen times already..
OMG! Thats amazing!!

So much potential for Oblivion mods now that things like this are being discovered.

*sniff* So beautiful... touched.gif
Mister Cellophane - i hope you continue with this despite how threads can turn on these forums. I'd much like to see animations finally implemented with a foolproof (for the most part) method to doing it yourself.
It opens up a whole new world of possibilities for me personally as well as what it entails for the rest of the community, things such as custom demons for my sh mod, large swords needing to be dragged... etc. So yeah, i would love to see this finished and implemented fully =)

Of course if you need a hand with any of this drop me a line, as new animations are the crux of all my mods at the moment and i would be more than willing to help.
O.O

>.>

O.O

WHat the fu...how the [censored] did...did you just [censored]....what the fu...[censored] fu...[censored].

That is [censored] awesome!!! I cant even fully type out how amazing that is! Props dude! HUGE props! This is a gate opener!
QUOTE(Mister Cellophane @ Sep 5 2006, 05:39 PM) *

My apologies to MadMole is she’s hurt by anything I've posted- that wasn't my intention, I just wanted to get the facts straight. I don't appreciate being accused of trying to steal anything:
and it's a pretty good way to get my back up as I find it most insulting...

Ah, I see. Okay, thanks. Also, do you plan on releasing this? Or is it very buggy?
How cool that you can get the shadows to match the animation. Wow!
First of all, I think that animation touched all of us in a non perverted yet special way. Well, now that the revolution is upon us. Let us join hands and sing Kumbayah. And with this new gift the gods have blessed upon us, I believe some completely outrageous arrow dodging ninja flipping sword fighting uber cool omega god spell flying monkey crap flinging action is in order.
bumping this absolutely phenominal piece of work... fing05.gif
The animation file is now available for download on TESSource here

IsItThough & The Sage Of Time: Thanks for the posts- next time I'll know to post in the General TES Construction Set forum instead of here. My reason for posting in this thread is that I was put off by the title of the "General TES Construction Set" forum- I felt that my question was not in any way related to the CS and, at the time, all of the topics that I could see in that forum were from people who are having trouble using the CS. I really think that a new section of the forum is needed purely for technical development of mods rather than lumping it in with the Construction Set. Anyway, I can assure you that my intention was always to simply to find a solution to that dammed animation activation problem as it's been driving me nuts.

Speaking of which, I may have found an answer to my question. I was looking back through Zennorious' thread and on the second page he mentions that he was able to bypass the activation problem by using Theo's NifCmd program. I haven’t had a chance to try this out myself yet (had to leave for & am currently in work) but I've put a NifCmd processed version of the animation in the zip on TESSource for others to try... I'll give it a go myself when I get home. I'm quite hopeful (based on what Zennorious said) that it might fix the activation problem.
Good luck, and thank you once again for your efforts. This thread - perhaps above all others in recent days (save for the plethora of OoO threads (another series of "oooh" moments) gave the community quite a jolt. Kudos to you especially on this potential workaround:

QUOTE
Speaking of which, I may have found an answer to my question. I was looking back through Zennorious' thread and on the second page he mentions that he was able to bypass the activation problem by using Theo's NifCmd program.


Surreal. It makes me shudder now to think of how Oblivion stands to be changed from all this.
We could have Jutsus!
I think a whole new set of walking animations would be cool from sneaky, to arrogant and cocky, nervous and thuggish, seductive, regal, cool person and finally camp.

By thuggish i mean slightly hunched over swinging arms biggrin.gif.
ninjas ninjas ninjas!

It would be awesome to use this is a fighting animaion and put daggers or wakazishis in your hands, making an awesome mod!
Awesome job Mr Cellophane. You're quite imfamous for new animations. wink.gif

I think I've seen this animation before. If you took a stock animation, you did a damn good job cleaning it up!!!

I used to do animations part time... didn't get paid enough to continue though.
QUOTE(Shambling_Horde @ Sep 5 2006, 06:48 PM) *

...a mod that removes all cliffracers from game

I would download such a mod!

Mocap mo problems.
Sorry its taken me a while to notice this thread. Actually it had to be pointed out to me.

No need for any in fighting. madmole was correct that I would not have bothered without his proding so I give him credit for getting things going and then toying with it after the fact. I'm also going to thank Eshme for her work with animation as well (and Havok for that matter). Not going to comment on Zen as really what I did was technically nothing special from my point of view and can see other people having done this as well. Hell people could have done this largely months ago just not publicized it. I dont really care who gets the credit as long as we get some real content into this game and this is just one point of entry.

--

Where's the beef? I seem to have missed the actual content in this thread. Is there any posting of the procedure and/or video? Not complaining just 9 pages of congrats are hard to wade through.

Regarding the Mocap, I'm assuming this is in BVH format that you are testing with which means bipeds and what not. Not aware of any other formats that max supports. Max support for BVH is very particular but I would not be surprised to find that a lot of animation is available for it. I worry slightly that this data will still need to be manipulated to make it work properly with Oblivion as the BS skeleton is sized differently and positioned differently than default skeletons.

My NifCmd tool really just adds priorities and removes warnings in the CS which may be answer to madmoles question on more seemless transitions. Probably not the only answer as I've not spent a lot of time recently with any Oblivion modding. If you modify the priorities then of the animations then it may help with the transitions. Eshme indicates that the priorites default to 0 if you dont fix the nif version and add priorities with my tool.

Edit: Nevermind I see your post like 7 post above this one.
Wow, that looks great smile.gif
WELL DONE!!!! DOWNLOADING!
+fav

Edit: Still, you cry like babies tongue.gif wink.gif

Edit2: You can only have idle animations on-demand. But if you do it right, you can play those most of the time you need custom animations. For adding other custom anims, walking, swimming etc, you have to create new skeletons, that is all. If you just want to play a specific default anim like jump etc, use the normal playgroup - I take it you knew this, if not, here you are.
Amazing stuff, I have no idea what the hell I'm doing but it looked good.

Edit: used Getequipped on the wrist irons and it worked a treat, looking forward to what some of the talented people here could do with this.
bump
Here are a bunch of legal free mocap animations, there are a bunch of walking animations there too. I was wondering if someone is willing to try to get these into Oblivion.

I might try myself if all that is needed is 3DS Max 8, but that would be my first foray into animation/rigging ever.


EDIT: You can watch a quick clip of most animations by clicking on them then clicking on the "animated" link.
I just blew a whole in my pants 6 feet wide. Wow. Awesome. I love you and all the people who cracked animations.

Love.
Amazing. Truely amazing. I salute you.
Check out the animation RTG found. They are really something
QUOTE(Mister Cellophane @ Sep 6 2006, 10:08 PM) *

The animation file is now available for download on TESSource here


That is too good!

*Stupid question* - Will this work with Morrowind?
QUOTE(Vality7 @ Sep 11 2006, 08:21 PM) *

That is too good!

*Stupid question* - Will this work with Morrowind?


Heeheheheeh (I lol'd)

Just ask Mr. Cellophane. wink.gif

For a less cryptic answer, yes some folks have been puting custom animations in Morrowind.
QUOTE(Drean @ Sep 11 2006, 09:20 PM) *

Check out the animation RTG found. They are really something

Yeah they are. laugh.gif


Unfortunately they appear to be a different format than the one needed for Oblivion, so we would need to find a way to convert them.

EDIT: Spelled "Unfortunately" wrong, silly me.
Wow!!!!! ohmy.gif dead.gif
QUOTE(Mister Cellophane @ Sep 5 2006, 05:21 AM) *
Actually that animation was added as a completely new idle (it was placed in the "IdleAnims" folder and set up in the CS)- I think that this means that you can have as many new animations as you like, there's no limit because you're not replacing existing animations in the characters folder. The problem with this is starting the animations- the NPCs know that they're supposed to be using them (you can even check using "PickIdle" with the console) but they won't actually start using the animation until they're knocked down & get back up again...

Well, that's a little better than I thought it would be, but it's still not quite what I was referring to - I was referring to things like Blade1hand, Blunt2hand, etc etc - weapon skills are intrinsically tied to animations, and you can't add a new skill or a new animation class, so you can't add new types of weapons. Somewhat saddening.

QUOTE(Mister Cellophane @ Sep 5 2006, 05:21 AM) *
If this is true about CU then it's just pathetic & she's really showing stupidity/ignorance/unbelievable disrespect... I'd be very curious to know how my mod on PES fits into her "dress up doll" modding theory...

Ah, well, yes. I did not like her much either, but she was exceptionally talented and she was more generous than most with her time and patience helping others, so I have significant respect for her even though I don't personally like her.

QUOTE(Gato @ Sep 5 2006, 07:52 PM) *
Animation is definelty not a strong point of mine so gotta question for you. If you introduced an animation like that flip, and mid flip the character was impacted say by a fireball or something else that should toss them back. Would the animation break and do a regular havoc fall back...or continue..or continue but translating backwards along with the force of the strike.

I think this is an important question that was missed, so here it is again.

QUOTE(The Sage Of Time @ Sep 5 2006, 08:03 PM) *
It seems, 99% of this thread is full of crap, and only about 1% (if even that) has bothered to respond to Cellophane's initial question.. Which is just grossly depressing considering how his question was very valid and it being resolved could lead to good things for all of us..

Really.. Did we need so many replies saying "awesome" and "my jaw is on the floor"? Frankly, that's just absurd.. It wasn't helping at all or adding to the thread in any constructive way, and the animation itself was not even the point of the thread to begin with.. which had many of you actually payed any freaking attention, you'd have realized.. As for the whole stealing stuff, that's even more absurd, since it is "very" clear that Cellophane here only wanted to help, and NEVER made a claim that he did any of the initial work involved in making animations work.. He only came here to present a key discovery beyond that initial work, and to ask a question.

This forum gives me a headache sometimes..

Yes, but those things are necessary to keep the thread at the top of the list, rather than having it disappear. So even if it's annoying, you shouldn't complain too much, as they do have an (unintentional) benefit.

QUOTE(IsItThough @ Sep 5 2006, 08:11 PM) *
Technically, and I mean technically, this thread is in the wrong place to have questions like that answered. May as well have just put it in Oblivion General for all the good it would do.

Well, actually, no. It's certainly about modding Oblivion, one way or the other, so it definitely belongs in ObMod or ObCS - and since this doesn't actually involve the CS for the most part, technically this does seem the better choice of forum. In reality, perhaps the CS forum would be better, but something like this I think does deserve the awareness that can only be garnered here.

QUOTE(IsItThough @ Sep 5 2006, 08:28 PM) *
What do you expect? A lot of people who frequent these pages are only here to look for the next modding hit. These are the same people who started a million OOO threads, the same people who caused talented people like DVD to quit the game. It would be nice if everyone who posted here was a modder who wanted the community to move forward through collective experience, but as I have found out many a time, not many people are willing to do so, and of those that are not many actually have any useful experience.

While I don't think it was your intention, this post does seem to imply that you're either a modder and helpful, or you're not and are simply annoying. That's not how the community here works.

QUOTE(Kakashi Hatake @ Sep 6 2006, 06:28 AM) *
We could have Jutsus!

As I was saying, sadly, no. You could have the animation, but you couldn't get it to be the "attack" animation. Perhaps with some extensive scripting with OBSE, it could be conceivable, but only in a jury-rigged sort of way.



By the way, regarding this whole MadMole/Theo/Zennorius/Cellophane thing, I was not involved in it, however, I think it ought to be said that Zennorius was a talented and well respected modder for Morrowind. He certainly has the skills to produce his own work, including, conceivably, this, and to my knowledge he's never tried to steal someone else's credit before. I don't know him personally, so I can't say "he wouldn't do this" - but I can say that I don't see why he ever would do it, considering that he has more than enough skills to do something on his own rather than try to take credit for someone else's work.
Lol, every time Ruin dies he gets back up and goes all karate choppy on me tongue.gif
I just talk to him and all is good though.
QUOTE(DragoonWraith @ Sep 12 2006, 03:02 AM) *

While I don't think it was your intention, this post does seem to imply that you're either a modder and helpful, or you're not and are simply annoying. That's not how the community here works.


Just to clarify, my point was that there are a lot more REQ threads than anything else these days, and I don't see many REQers who have made releases. At the same time, whenever I have made a valid REQ for help with something, be it a mesh (because I suck) or a texture (because I suck) I have had no help. I realise that I myself am yet to release anything, but that is partly due to the fact that I've had to learn the CS, Blender, Photoshop, and NifSkope in order to do everything I want. And if answering questions whenever I can isn't helpful, I don't know what is.
On all of that, you are quite right. I'm not disagreeing that there are certain aspects to this community that are... less than what one would like. There are definitely a lot of people here who have something of a "gimme" mindset to mods, and that's annoying. It's very difficult to be noticed, and that's annoying.

Presumably things will slow down around Christmas time, after the wave of huge releases that always occur in November... haven't been really following gaming, so I don't know what releases those are going to be, but they should drag away most of the more annoying posters, leaving only people who are seriously interested in this game, rather than simply those who just go for the new, bright, and shiny.
I've made some initial promises to write some tutorials in the next week or two in the context of using 3ds Max and my importer/exporter to assist in the procedure. I've also promised my time the Denethor to help him get his dragon into the game. wz is I think working on stuff so that the those not priviledged to have max can do stuff but I dont really know the details.

I do actually want to do my own content at some point especially in the HTH animations where specialization are not required but variety would be nice. I'm no professional animator so i'm not going to make any promises or even do a WIP on it.

Proconsul has stuff that hes trying to get in but needs experts to help out. I'm already spending 1000% more time than I ideally would or I would help out there.

--
BTW, Neverwinter Nights 2 is coming out in October or November and that will probably steal a lot of the community away. Also Gothic 3 is coming out soon as well which is also competition but its probably will not be prolonged competition. The unfortunate thing for me is that I probably will at least play those games when they come out as well as have 4 or 5 PS2 RPGs coming out and that just competes for free time. We shall see but I think Ob has legs but not as long as MW given the general difficulty level people have encountered to date.

--
Edit: Looked at the CMU stuff and its interesting. I think the ASF/ASC format should be convertible to BVH when could then be imported into a biped. (XAF could also be done but only max supportes that format but I could use it with bones then I think where BVH is not so usable).

The main problem I see is the retargetting of the animation figure to an equivalent Oblivion skeleton may be tricky but should be do able I would guess. May not be easy but should be doable. We have source code for their asf/amc viewer so that should make it easier for what ever tools we write.

Max 8 has a tutorial on retargeting animation that I never bothered doing but could be useful for the future.
wow that was amazing. the animation was much more fluid and lifelike that most of oblivions. good luck!
Nice work Mr. Cellophane (and also credit where you directed it before too fing34.gif )

Found this also which may be of interest. emot-ninja1.gif
Kung Fu using Mo'cap'

Imagine being able to animate a forward roll in mid air while jumping forward, and martial arts into hand to hand, plus other weapon variants. toughninja.gif

Also, has anyone given thought into using this info when designing new weapons - :ie morningstars linked on a chain, nunchukas toughninja.gif, various oriental weaponry that ie: (can't remember actual name but was a...) kama with a chain and small morningstar attached to base of handle on a long chain. Just throwing some ideas into the mix. toughninja.gif

originally just posted to point people to the kung fu vid

-Coors916 emot-ninja1.gif
would there be any way of making a script spell that uses the animation? Maybe make a script that does that console command if thats possible, then make that a spell. Then just assign the spell to a hotkey and youd be able to use the animation whenever you want. I realize this may not be possible, and probably isnt how you are really looking to add new animations, but i thought id go ahead and say what was on mine. One last thing, although its not what this thread was made for, awesome work to all of you that are working on the animations!
You should make sure Ian Patterson (creater of OBSE) knows that people are looking to allow for use of custom animations. It was mentioned earlier and I'm mentioning it again, OBSE probably will be able to allow for better control of animations, if "Get Animation" and "Force Animation" are added this would probably allow for many varieties of custom animations (including stop motion and motion capture).

Definitely should see if Ian can work some of the magic that is OBSE and improve custom animation support.

EDIT:
I checked the OBSE "Wish List" and see that they are working on Get Animation functions.
Your my hero, want to make babies?
So, is this still in the works or what?
Jesus, imagine the possibilties!!!
Amazing, you make Beth look like Mario Bros animations on a super nes haha. Even the hair and relapse after getting up is so much more. . . real.
Holy... imagine re-doing all the walk/run animations into this quality~

I really hope this project is still being continued smile.gif
you guys should see my "xbox-is-so-muhklö#

(once again)
you guys should have seen my "xbox-is-so-much-better" friend who just sat here.

...priceless...
So, has anyone made a tutorial about this yet? I've done a lot of MoCap animation for MW, but I can't get my head around on how to do it for Oblivion. sad.gif
Leaving the factor of amaziness aside, since all the jaw-drops have indeed become annoying, here're a few questions;
1) Is it possible that importing too many custom animations can cause problems due to limits of Ob's engine? Like reducing the fps, or badly messing with Havoc, or -as was mentioned above- make for spasmic and uncontinuous animations.
2) Will it not seem kinda bad if the new animations are so much more fluid and realistic than the stock ones?
3) Is it possible to use them the way they should be used? For example, the move in video of the 1st post of the thread was exactly the same as Eddie's from Tekken. Capoeira is a martial art, and as such it should be used in Hand-to-Hand. But can it? Note: Capoeira is so not TES.
4) Is there a person capable enough of creating ready-to-use animation files for the community to use? Something like an esm on which a mod could simply depend in order to make use of whatever animations the creator wishes. This was too much, I know, my apologies if it was a dumb thing to say.
I have a huge collection of BVH MoCap files and I've successfully got them working in MW. But I need a tutorial on how to do this for Oblivion. If someone can type up a quick How-To on this, I'd be happy to assemble a collection as a modder's resource.
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