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Character animations

by Aussiemandias · 06/28/2014 (9:54 am) · 12 comments

Hi guys,

If you don't know me and Felix Westin are working on a RPG set in the Wild West called "West For The Wicked". Recently I had to improve upon the default Torque3D player animation logic and this was the result.


It was somewhat tricky but it works very well. The animation is split into a few layers.


Legs: This controls the lower body and spine: walking, crouching, standing still etc.
Torso: This controls the state of the upper body: idle, gun at hip, aiming down the sights.
UpperBody: This controls ADDITIONAL animations layered ontop: holstering, reloading, recoil from shooting. Some of these are additive, but most will just override the torso animations.

I still need to add some twists to the legs and torso to remove the annoying "no diagonal movement animation" but I think it's looking pretty sharp. Thoughts?

#1
06/28/2014 (11:24 am)
Oh boy. This is making me think back to the old days when I did a lot of work with Torque's character animations. You're looking really good with the upper body. Lower body could use some stationary torso twisting (i.e. keeping the feet pointing the same direction when the torso rotates), and much less foot sliding!

But otherwise, that's looking freaking awesome. Also please consider renaming to No-one Mourns The Wicked ;).
#2
06/28/2014 (11:25 am)
Nice work. Not sure how to address the diagonal thing, it's not something that is checked in the input - the engine just adds both directions if you hold both buttons. Perhaps that's a place to look, though - check to see if the movement vector is 0/45/90 degrees from forward vector and catch it there. Sadly, I'm not sure where to look for this at the moment, just thinking out loud.
#3
06/28/2014 (2:04 pm)
Looks like its coming along great, I'd add more bobbing to the torso - I think when people walk/run the head moves independently of their torso in a way.
#4
06/28/2014 (2:09 pm)
You and Felix Westin are doing some awesome work..I wish I had the skill level good luck!!!
I hope you get the rotational thing fixed. Ya'll good looks awesome!!
#5
06/28/2014 (3:37 pm)
Looks pretty authentic, the animation as well as the scene, I wonder what shaders and postfx were added, since I think it looks better than default Torque3D, I just can spot the vignette.
#6
06/28/2014 (7:55 pm)
@Richard that's exactly what I was thinking. Compare movement to forward vector and change the position of the torso twist based on the difference!
#7
06/29/2014 (2:39 am)
Very nice.
#8
06/29/2014 (7:03 am)
@Duion, you can find various threads about the development of their games around the forums, and piece them together.

I believe they are using a rim lighting effect, a skin shader and a modified ambient lighting (which they have shared I'm using it in my builds and Steve is also using it in Airship Dragoon). Probably more than that, but thats the effects I could remember off the top of my head.

Edit: Also, I'm sure a lot of it is just stock T3D. Talented game developers can easily make T3D look good (just look at Ron's latest post), it doesn't necessarily need a lot of "extra features".

Anyways looks great guys! The animation system has always been sort of a mystery to me :P Haven't managed to read David Wyand's cookbook yet so I'm still unfamiliar on what T3D can/can't do there, but it sure looks great!
#9
06/29/2014 (7:26 am)
This looking awesome, great work!
#10
06/29/2014 (8:43 am)
Nice work! :)
Also ... nice kitty.
#11
06/29/2014 (11:57 am)
I seen all of the stuff but the modified ambient lighting can someone share a link to it!
Thanks