Friday 23 August 2013

Friday Animations Galore

Less Blog More Code

I had planned a two target strategy today, cracking the rest of the animations for the state engine and sorting out some Occlusion experiments as I need to make a decision on how we handle occlusion in the engine.

Our character volunteered to do the occlusion but he kinda missed the point...

I spent so much of Friday on animations, I simply ran out of time on the occlusion stuff :(  The good news is that aside from stairs and ladders, ALL the animations in the character are now assigned a place in the massive state engine for behaviors, which means everything from sitting in a chair all the way through to combat, crouch and swimming. Rather than wax lyrical, here is the finished set of animations assigned to their main states.

Crouch:
27=PISTOL-STAND-TO-CROUCH:1630:1663
28=PISTOL-CROUCH-IDLE1:1670:1819
32=PISTOL-CROUCH-STRAFE-FB:2075:2131
31=PISTOL-CROUCH-STRAFE-LR:2015:2072
29=PISTOL-CROUCH-IDLE2:1825:1914
30=PISTOL-CROUCH-RELOAD:1920:2010
33=PISTOL-CROUCH-RUN:2135:2153
47=PISTOL_CROUCH-WAVEFORWARD:2460:2510
48=PISTOL_CROUCH-GRENADETOSS:2520:2555
34=PISTOL_ROLL-TO-CROUCH:2160:2216
35=PISTOL-ROLL-TO-STAND:2225:2281
36=PISTOL-VAULT:2281:2334
62=IMPACT-CROUCH-FORWARD:5240:5277
63=IMPACT-CROUCH-BACK:5290:5339
64=IMPACT-CROUCH-RIGHT:5350:5395
65=IMPACT-CROUCH-LEFT:5409:5466

Patrol:
21=PISTOL_WAYPOINT_RELAXED:1290:1320
19=PISTOL_IDLE_RELAXED1:900:999
20=PISTOL_IDLE_RELAXED2:1000:1282

Combat:
3=PISTOL_IDLE_READY_1:100:205
4=PISTOL_IDLE_READY_2:210:318
5=PISTOL_IDLE_READY_3:325:431
6=PISTOL_IDLE_READY_4:440:511
22=PISTOL_WAYPOINT_VIGILANT:1325:1419
10=PISTOL_WALK_FORWARD:685:707
11=PISTOL_WALK_BACK:710:735
12=PISTOL_WALK_LEFT:740:762
13=PISTOL_WALK_RIGHT:765:789

Stood:
37=PISTOL-MELEE:2340:2382
66=DOOR-BREACH:5511:5553
23=PISTOL_STARTLED:1425:1465
7=PISTOL_RELOAD:515:605
24=PISTOL_WAVE-FORWARD:1470:1520
38=GEN_GRENADETOSS:2390:2444
14=PISTOL_RUN_FORWARD:795:811
15=PISTOL_RUN_LEFT:815:830
16=PISTOL_RUN_RIGHT:835:850
8=PISTOL_SIDESTEP_LEFT:610:640
9=PISTOL_SIDESTEP_RIGHT:645:676
17=PISTOL_STRAFE_LEFT:855:871
18=PISTOL_STRAFE_RIGHT:875:892

Unarmed:
39=GEN_IDLE1:3000:3100
40=GEN_IDLE_CONVERSATION:3110:3420
52=GEN_CONVERSATION_EXPLAIN:4260:4464
53=POINT_FORWARD:4470:4535
54=POINT_RIGHT:4540:4605
55=POINT_LEFT:4610:4675
56=POINT_BACK:4680:4745
41=GEN_IDLE2:3430:3697
43=GEN_WALK:3870:3900
44=GEN_RUN:3905:3925

Chair:
42=GEN_CHAIR_SITTING:3710:3862

Swim:
45=GEN_TREADSWIM:3930:4015
49=GEN_SWIM:4030:4072

Death:
57=GENERIC_DEATH:4800:4958
58=IMPACT-FORWARD:4971:5021
59=IMPACT-BACKWARD:5031:5090
60=IMPACT-RIGHT:5101:5160
61=IMPACT-LEFT:5171:5229

In Cover:
25=PISTOL_PEEK_RIGHT:1525:1573
26=PISTOL_PEEK_LEFT:1580:1623
50=PEEK_CORNER_GRENADE_RIGHT:2570:2668

51=PEEK_CORNER_GRENADE_LEFT:2680:2778

So these are the animations so far. In coding them up, there are a few missing ones like idles for cover positions and a few loops that don't mesh perfectly, but these can be caught in the fine tuning stage.  For now, I am happy that our character is animate and ready for the game play ;)

Signing Off

The weekend looms, and I plan to continue coding through to get a little more done before Monday.  Now the character is linked to his state graph, it should be a very smooth process of linking him to the AI bods from DarkAI now and start to see some seriously realistic reactions as the guy runs around the scene.

I am also tempted to rip out the entire weapon system from FPSC classic and make it a separate module so I can clean it up and start to improve it. The classic had some seriously cool mods added to the weapon systems thanks largely to Errant AI and FPSC community modders who demanded a vast array of features to compliment the new weapons from later packs.  So many in fact I seriously lost track of the full capabilities of the thing and now I need to re-acquaint myself.  Stuff like dual-wield, multiple weapon modes, ammo switching, iron-site and who knows what else are buried in there and I need to drag it out into the light and formalized.  We only have about eight weapons for the first release, but they will be bristling with features from the get go, using all the fancy stuff we have to date.  I don't just want Reloaded to look good, but provide the level of flexibility that creates awesome game play and the attributes of the player's arsenal will be key to this goal.

6 comments:

  1. I think 8-reload quality weapons is very nice, will really be looking forward to anything related to weapons.

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  2. Question for lee. Is the animation biped going to be available or do we do our own. Just so I know. I am very wanting to do humans and all. But animation is a very weak explained area for new dudes. Its not for a complain more for preparation to get the right gear for the job. And things or will you sell the biped and rig in an updated character shop. I love what you are doing. And any news on how we can animate like the dude. P.s looking forward to the blow dart weapon. If still in that is. Anyway well done lad it is a good 2 weeks of naughty people making. :)

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  3. Hello, I would just like to thank you for working on such an amazing tool. The thing that makes fps creator so amazing is the level of detail, is all aspects. Something that makes it even more amazing is the fact that you can do multiplayer with a press of a button. Even though I have only used fps creator at my friends house, I still think it is an amazing product that I cannot recommend enough. I would love to see how you make this sort of stuff, myself being a beginner at programming/ game designing. Thank you so much if you read this, and please email me at shocknights.dev@gmail.com

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  4. I have to agree with science man here.

    Its essential the new enemy bi-ped is released when Reloaded ships so the community can rig custom models to this and create new enemies which can still use the animations and functionality from the stock ones.

    The bi-ped for FPSC X9 classic has been available on the FPSC files page for a long time so I'm guessing there won't be an issue with releasing the Reloaded bi-ped.

    One of the greatest strengths of FPSC classic was the ability to customise and create new content which became a weakness in FPSC X10 because a lot of things were hard coded in the engine or not accessible.

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  5. I have been folowing this blog since the bigining,Great work.I have just orderd my FPS Creator Reloaded Pledger ,all due to this blog.Looking forward to more.

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  6. Lots of animations there. Going to be intense producing characters for FPSC-R now so that they can also use the same new AI features to conduct the actions. Not saying thats a bad thing either :p

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