Theorical remake of character animations #900
Replies: 10 comments 54 replies
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Proper Dual Wield and Two-Handed player / human male and female sprite animations would be fantastic; if you choose to do so :-D!
Can these have the option to be rendered at 100% render resolution (enlarged x 4 times compared to 25% render resolution of Flare x 1 default scale art assets)? I can help with stitching the art together / animation definitions / manual work (via ImageMagick Montage). I lack the sharp blender skill to make good new animations for 2H and dual wield animations for male and female player / human sprites. Those two things I value greatly and currently there is a lack of proper animation support for these play styles. I have rough work-arounds like my shield swap dual wielding animations and using single handed animations for two-handed weapons. Although proper animations for dual wielding and two-handed play styles for both male and female humans / player character sprites would be fantastic to improve the playstyle gameplay experience for the Flare ecosystem. Even if we don't get a script for automatically making the tileset definitions we can still brute force it manually (like I did with my 16 x 190 tileset definition https://opengameart.org/content/flare-super-dungeon-tileset-version-10 ). Also if we use the big non-compact image formats we can reuse animation tileset definitions (just match the pixel frame dimensions). I can go to work on making the animation tileset definitions (just like when I did the prototype dual wielding animation definitions). I want to get the blender files with the 2 new possible animations (2H and dual wielding) with the same render rig as with with the other default Flare art assets. So that I can make 100% render resolution / enlarged x 4 scale versions of the default 25% render resolution flare x 1 scale rendered from the blender model with the 2 animations for 2H and dual wielding for male and female. To hopefully get the sprite animation image frames happening. I can splice all of these animations together and link the tileset animation definitions together to make new (hopefully) fully functional dual wielding and two-handed animations for both the player / human male and female sprites for the Flare ecosystem. I want to do enlarged x 4 100% render resolution Flare 4K animation art tilesets + definitions for both of these 2H and dual wielding animations. If that works I can also make regular x 1 25% render resolution Legacy Flare animation art tilesets + definitions. I just need to get new animation blender files in a blender render rig that works just like the regular Flare render rig. With 100% render resolution for enlarged 4K tileset frame images for making Flare 4K art assets and 25% render resolution for default x 1 Legacy Flare tileset frame images for making Legacy Flare art assets. Also if we use the big non-compact format (a big square animation sheet from the older version of Flare) we can use these animation defs and have our lives be happy still. |
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@Danimal696 I have been thinking off and on about this in these last few days about my Unity assets. I was trying to make a Unity physics based 3D medieval fantasy game that played like mount and blade. In this pursuit I collected / purchased many high quality animations. I am wondering if I could employ them here / share them in a closed / not public manner (to not give out the guy's commercial work to the internet directly). I wonder if the animations could be used as a part of a work to improve Flare and the blender model with the modified version / made to work with flare / unique variant could be shared legally and help the creative community? I have most of these medieval fantasy themed animations from Kubold for example: https://assetstore.unity.com/publishers/5491 |
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I will try to find some more useful animations that could work and can be shared publicly with Open Game Art legally. It is a good idea to make more plans just in case if the Unity assets are off the table. |
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Hi, I´m just reading this, that last one seems good, I´ll check what animations they have, another way is to expand and improve current animations; but we need to reach a consensus. Currently the hero models have 34 frames total, increasing them would make it´s animations more fluid. Since I won´t compress the spritesheet until a far future time, what would be a good frame target to avoid excesive ram memory use?. Also, we can´t make the hero animation look much better than the enemies or they will need an overhaul as well; so we need to hit some middle point between those two factors. |
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@Danimal696 Can Wandercall assets be used? There are some high detail player models in there. Although I am not 100% certain what to do for a male base model (blend / mix Wandercall [3D items] with Flare [3D character model] assets?): https://opengameart.org/forumtopic/wandercall-assets-for-flare-use-thank-clint-bellanger-d + https://github.com/clintbellanger/wandercall-assets + https://github.com/clintbellanger/wandercall-assets/blob/master/README.md + https://www.youtube.com/watch?v=OmIL_WdiAos&ab_channel=ClintBellanger Also can the frame rates have different versions / scaling frame rates render options in the .blend animation rig / set up / file like how Flare tilesets and animation renders can adjust for higher or lower resolution to be rendered? So that people could pick what kind of frame rate (more or less) would work best for them? Like 60 FPS or 30 FPS or 15 FPS etc. or what ever makes sense. Would a new animation rig need to be made for scaling frame rates? I think the resolution can already be adjusted higher or lower when rendering 2.5D animation sprite tile sets. What are your thoughts and or questions on all of this? |
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@Danimal696 @dorkster Okay soo... What is needed to take the animation rig swap out the low poly male and female models and swap in like high poly nice looking 'modern ' / 'new' / 'good looking' models? Or like mate the woman has no face like lol. I'm feeling kinda bad the lady literally has no face and like the dude is low poly. I have 4K on my set up but like others could do night graphics and tailor the resolutions higher to their games. What would it take to do a high res version of Flare characters? Like the woman from Wandercall is a start? #854 Is there a male version to go with that to swap out the models and like render in the render rig as a start? I know the animation frames are a bit weird but like if we do it in parts like get better graphics then figure out the animations that could be reasonable compromise and everyone could benefit hopefully. |
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@dorkster @Danimal696 @clintbellanger How does one add proper two-handed swing and dual wielding animations for the Wandercall lady / avatar in Blender 2.79? |
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@dorkster What do I do about the base (underwear with no armour model) for making the Wandercall lady animation tileset work with Flare? Wandercall has 1 base model animation whereas Flare engine has 5 separate bases that have invisible mask / texture over the parts not rendered for making default_head, default_chest, default_hands, default_legs, default_feet. How can this be done for the Wandercall lady in 2.79? What can be done; how are those invisible segments created in Blender 2.79? I'm not sure fantasycore can use just 1 base and I think if the Wandercall lady is made to 5 base .blend files like the Flare female heroine base it would probably be better overall? As in change 3D hero / heroine 1-2 models verses change the engine; making more compatible .blend files would seem to make more sense mhmm? What should be done for this? |
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Is that orc from Flare as well? You see, if you can find an armature with all of the animations you need, you are better off stripping the original armature and inserting the new one (you will probably need to asign vertexs to matching the new bones, it´s easy but time consuming). It is actually easier to import that hipothetic fully animated armature and properly rig it than creating new moves for an old one, you can convert the whole animation to a nla strip which can be cut in smaller pieces and shortened or enlarged with just "S" key to match your intended keyframes. (longer, bigger quality animation scales down looking better to less keyframes) For the male/female models I would go one step further, prepare just an unisex animated armature, and just have the naked "pieces" sexualized while all other armors and the like are unisex as well. This saves you from having to make male/female versions of everything. |
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I think there is a way to choose layer rendering order, that way you could make sword be the topmost rendered one. Don´t remember how though. |
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I have been thinking about the pros and cons of remaking the male/female base animations; this doesn´t mean I will do it, but if the pros are way more I can be tempted to.
Pros:
Cons:
As Dorskter said, if the workflow could be automated somehow it woulnd´t be such a huge workload, do we know someone skilled at script-fu? some place to ask for it?
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