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Old 02-07-2008, 12:24 AM   #1
pF
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Animations FF needs

This'll be a compilation of the various animations that FF is still lacking. Anybody who wants to contribute, please do reply here. I'll edit them into the original post. Also, anybody willing to do some animating: you rock! Reply as well.
  • Jump pad


By the way, for anybody seriously looking into animating any of these, it'd be f'ing awesome to have the original XSI / 3DMax files. Decompiling the models and messing around with them is a pain in the ass.. especially since the bone structure and such do not get decompiled.
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Last edited by Jester; 09-17-2008 at 09:10 PM.
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Old 02-07-2008, 02:31 AM   #2
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I need Jump pad model.
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Old 02-07-2008, 02:36 AM   #3
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Need an animator?

Hello, I'm currently an animation student at Ringling School of Art and Design. If you're in need of character animations, I can do that! Any other animations might take a little more time since I'm not familiar with the special effects side of it. But if you give me all the information including deadlines and specific characteristics you'd like, I can get the animations done. Given my workload already, it would be a bit more slow-going compared to my class assignments. I will do my best! Drop me a line at Cliberat@ringling.edu if you're interested or for further questions/communications. (please note that I'd need a model that's rigged to complete such animations as modelling and rigging are not my forte, plus it would take me months)

~Aven

P.S. I was referred to this post by Tsukasa
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Old 02-07-2008, 03:15 AM   #4
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w00t! I'm sure the devs would love to straddle you with some work

Most of the stuff on the list falls into the category "character animations" i guess - recoil animations for a rifle in a player model's hands and the like.
Animations for swimming would probably be up your alley.. i seem to remember there being a need for bunnyhop anims as well?

The problem is, i have no idea what models are available in their original form. I had to decompile the medkit viewmodel to start animating, and unfortunately all the bones are lost upon decompiling - basically your left with a set of nulls and vertices weighted to them (if you're lucky). It works, but not very well nor easily. Maybe the devs have some of the orig. MAX/XSI/LW/MAYA files somewhere though..?

Either way, cheers for posting!


and a082 - yeah.. i wanna see it too ;D
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Old 02-07-2008, 03:18 AM   #5
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OH SHIT SON!

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To apply for a position, send an e-mail to fortressforever@gmail.com with the following subject:

FF (Job position here)

It's imperative that you include sample work in the form of attached files or URLs. (Please note: If sample work is not provided, we will NOT consider the application.) All sample work submitted remains the property of the submitee and will not be used for any purposes other than application judgement.

The inbox is busy, but we'll respond as quickly as reasonably possible, so please be patient. Keep in mind that no one is paid for working on Fortress Forever and that it will be a significant investment of your time.
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Old 02-07-2008, 03:43 AM   #6
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Sending Aftershock a PM might be a better idea... god knows who does/does not have access to that mail address..
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Old 02-07-2008, 12:04 PM   #7
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sexier character animations in general

edit: and weapon bobbing

Last edited by MightyLotu; 02-07-2008 at 01:39 PM.
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Old 02-07-2008, 12:42 PM   #8
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I'm not sure I'd be taking up a "Position", it depends on what all that entails. I work in Maya (8.5 to be specific.)
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Old 02-07-2008, 01:36 PM   #9
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yeah, PM aftershok. anything anyone can do to help with animations would be fantastic - many of them suck atm and it puts lots of ppl off the game and some interfere with gameplay. i'm sure it would be greatly appreciated however much/little you wanted to help out, but shok's probably the best person to speak to about all this.

as for which animations need work, the most important ones imo are the player movement ones. atm they look rubbish and interfere with gameplay as you can't infer nearly enough from them. imo because FF is so fast, momentum conservation in the animations is the key: for example, if a player strafes to his left fast then his model's arms should be thrown out hard to his right when he initiates the strafe, and his model's body should lean hard to its left for the duration of the strafe. the faster the movement the more exagerated the animations should be. obviously the same goes for all movement directions, and when a player goes fast in the air (such as concing or bhop) his model's animations should denote his speed and air-control (e.g. legs spin at a rate proportional to his speed, and he leans sideways or sticks an arm out by an amount proportional to how much he is turning in the air), rather than just look like he is floating around with noclip on as is the case atm.

i rly hope you're able to help out, and gl!
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Old 02-07-2008, 01:44 PM   #10
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Quote:
Originally Posted by Aven86
I'm not sure I'd be taking up a "Position", it depends on what all that entails. I work in Maya (8.5 to be specific.)

Pretty sure we all use max 8
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Old 02-07-2008, 01:44 PM   #11
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there's no real deadlines either.. as long as you get the work done at some point, your help is much appreciated
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Old 02-07-2008, 02:07 PM   #12
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It sounds cool. I'm sure I can pick up Max fairly quickly. I've worked in Bryce (high school), Animation Master, Caligari Truespace, and Maya. I like figuring programs out. Also I sent a PM to Aftershock. Thanks for referring me. I'm new here, my friend Tsukasa "recruited" me.
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Old 02-07-2008, 02:16 PM   #13
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Awsome free hookers are needed here!
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Old 02-08-2008, 12:26 AM   #14
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I highly agree that the original model files would be a great help for anyone trying to play with anims.
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Old 02-08-2008, 07:00 PM   #15
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Quote:
Originally Posted by Aven86
It sounds cool. I'm sure I can pick up Max fairly quickly. I've worked in Bryce (high school), Animation Master, Caligari Truespace, and Maya. I like figuring programs out. Also I sent a PM to Aftershock. Thanks for referring me. I'm new here, my friend Tsukasa "recruited" me.
I've played with Tsukasa. Welcome to the community.
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Old 02-08-2008, 07:23 PM   #16
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I've played with Tsukasa. Welcome to the community.
Thanks!
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Old 02-09-2008, 09:59 PM   #17
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Quote:
Originally Posted by Aven86
I'm not sure I'd be taking up a "Position", it depends on what all that entails. I work in Maya (8.5 to be specific.)
It entails keeping development stuff secret and doing whatever work you have time to do. If you have a good amount of free time to spare, the devs would hope that you use it in FF.

Thanks for applying and I hope that you will be a welcome new addition to the team - we really need an animator badly.
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Old 02-09-2008, 10:21 PM   #18
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Quote:
Originally Posted by Ihmhi
It entails keeping development stuff secret and doing whatever work you have time to do. If you have a good amount of free time to spare, the devs would hope that you use it in FF.

Thanks for applying and I hope that you will be a welcome new addition to the team - we really need an animator badly.
No problem. I have no desire to spoil surprises.
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Old 02-09-2008, 11:39 PM   #19
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This thread makes me happy in the pants.
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Old 02-10-2008, 05:47 PM   #20
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^Agree^
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