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 I started the thread, got Theo fired up, told him the errors I was getting with the KF files being out of date, etc.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=540148And 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 itWell 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 didWhat 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 integrationSee
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 snapsAs 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 studioNo 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...