[WIP] - Animation Editor - BETA Available

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Xanathar
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[WIP] - Animation Editor - BETA Available

Post by Xanathar »

Hi All

A BETA is available at

http://code.google.com/p/grimrock-anima ... Editor.zip


Just unzip anywhere and launch the executable (no installer done at this time).

It's very rough and most error handling is missing - just to start receiving feedback and bug reports ;)
.NET Framework 4.0 is needed to run - if you have the GMT running you shouldn't have any problem.

I'm already in contact with JohnWordsworth so that in the future it will possibly be integrated in the GMT.

[UPDATED 23-Jan-2012/22:47 GMT+1]
Added - in yellow most important changes:
  • Changed hosting from my dropbox to google code which seems a better idea :lol:
  • Various fixes of crashes
  • Baking of matrices in the model file to allow easier animation
  • Functionality to dump model data in a text file for examination
  • Not working but present: functions to help creating node animations compatible with monsters

[UPDATED 06-Nov-2012/16:49 GMT+1]
  • Added possibility to set rotation to axis+angle
  • Added possibility to add a new animation file
  • Added possibility to add a new node to animation
  • Added possibility to edit framerate

Please test and let me know!


Old version here: https://www.dropbox.com/s/gku851cwj1zoz ... Editor.zip


----------------------------------------------------------------------
OLD FIRST POST

Moving this here to avoid hijacking other threads.
I really don't want to see badly animated resized monsters in people's dungeons because they "couldn't resist".
... but could you resist well animated resized monsters ? ;)

As an experiment I tried other resizing policies, the result seems good so far...

https://www.dropbox.com/sh/7vxu5s47abu6 ... spider.zip

What I did (as now mostly manually):
  • Apply scale to the local_srt node
  • Apply a reversed scaled translation on the Z-axis for all the nodes which have local_srt as a direct parent
Video (very low quality :( ):
http://www.youtube.com/watch?v=pAI88rmO ... e=youtu.be
Last edited by Xanathar on Wed Jan 23, 2013 11:47 pm, edited 5 times in total.
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Batty
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Re: [WIP] - Animation Resizer

Post by Batty »

That looks pretty smooth, have to try it.
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crisman
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Re: [WIP] - Animation Resizer

Post by crisman »

Man, that is awesome! The animations look perfectly smooth in the video, you did a very good job!
I'm glad you made a small-spider, I needed it! :D
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Komag
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Re: [WIP] - Animation Resizer

Post by Komag »

wow, that works! Awesome! I suppose enlarging monsters brings other problems though, eh?
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crisman
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Re: [WIP] - Animation Resizer

Post by crisman »

Why, monsters in Grimrock aren't enough 'large' for you?? :D
-- giant skeletons!! giant crowerns!! --

I think I read a request for a tiny ogre, I think you're the right guy!
here's the thread:
viewtopic.php?f=14&t=3862

Anyway I have a small problem with the mini-spiders: they doesn't deal any damage.
Anyone else?
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Xanathar
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Re: [WIP] - Animation Resizer

Post by Xanathar »

Well really it seems to be working.. in the sense that if you look really close, they are "moonwalking" a bit (the foot slides forward when walking). That doesn't seem to be a problem though - the final effect seems fine.

I've tried enlarging.. and for most significant enlargements the monsters will penetrate the walls around them. (oh my, that sounded like half the emails in my inbox :roll: ).

As for the spider dealing no damage - it's the lua script which is done that way so that I can spend time watching the monster even with level 1 characters.
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HaunterV
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Re: [WIP] - Animation Resizer

Post by HaunterV »

yes. I want a Tiny ogre, about the size of a wooden box. Or the head of the ogre hammer. i want them small enough to group 4 of them together.
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Xanathar
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Re: [WIP] - Animation Resizer

Post by Xanathar »

https://www.dropbox.com/s/81hyd1xpjmnvbh2/miniogres.zip

Here the moonwalk effect is more visible - both because the legs are less confusing and the size has to be 40% in each dimension to be groupable without problems.

Anyway, better than nothing 8-)

As always, remember to change the attack parameters, etc.
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Re: [WIP] - Animation Resizer

Post by JohnWordsworth »

Haha, I love the little spiders! Maybe this will help those players that don't like spiders. The really small ones should be able to be stepped on. Haha. Seriously though, a great way to add either weaker spiders in earlier levels or tougher spiders with an alternative skin (smaller = more poisonous theory).
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Re: [WIP] - Animation Resizer

Post by Neikun »

JohnWordsworth wrote:Haha, I love the little spiders! Maybe this will help those players that don't like spiders. The really small ones should be able to be stepped on. Haha. Seriously though, a great way to add either weaker spiders in earlier levels or tougher spiders with an alternative skin (smaller = more poisonous theory).
This makes me think.
If you resized them to a realistic size, you could attach them to spiderwebs and spider eggs blockages.
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