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MegaGlest => MegaGlest => Topic started by: tiger on 10 November 2013, 05:55:53

Title: Updated Megapack Animations
Post by: tiger on 10 November 2013, 05:55:53
While playing a few games of Megaglest today I noticed something.
Many of the Animations in some of the megapack factions are pretty bad.
The ones that stuck out the most were.

-Egypt working dying
-Egypt anubis warrior dying and walking
-Roman archer attack
-Magic Summoner dying
-and many dying animations were played to slow. (the animation was fine just not the speed)

So I'm wondering if  anyone has a problem if I update a few of the animations. I don't see why you would care (unless I do a really bad job) so please let me know.
Thanks.
Title: Re: Updated Megapack Animations
Post by: filux on 10 November 2013, 07:52:34
I also, noticed something like that, but... in my opinion is worth wait with implement these changes until the stable release.

I would also like to mention the obvious thing, that the acceleration of animation results in greater demand for "PC resources" so you have to do it in moderation.

Title: Re: Updated Megapack Animations
Post by: tiger on 10 November 2013, 16:02:05
Changing animations will not effect the games stability at all. All it would do is increase the quality of the game.
Title: Re: Updated Megapack Animations
Post by: filux on 10 November 2013, 16:58:17
:) It is obvious, but the question is whether the implementation of any minor importance changes may help or hinder to acceleration of emergence of a stable version.
Title: Re: Updated Megapack Animations
Post by: tiger on 10 November 2013, 19:58:01
Changing animations will not hinder anything because I kept the animations around 10 frames per g3d which is the same at it is now. It will only enhance the animation quality from unrealistic to realistic. Also Titi, you have any thoughts? Not sure if you have read this thread yet.
Title: Re: Updated Megapack Animations
Post by: Coldfusionstorm on 10 November 2013, 21:08:58
As long as it does not perform worse, im all in for better animations.
Title: Re: Updated Megapack Animations
Post by: tiger on 11 November 2013, 00:48:39
Well I think everyone is. Wheres Titi? Is He ok with it?
Title: Re: Updated Megapack Animations
Post by: ElimiNator on 11 November 2013, 01:25:03
I redid the Roman archer (and others) and it will be in MG soon.
Title: Re: Updated Megapack Animations
Post by: tiger on 11 November 2013, 03:12:20
I also redid some of the roman animations.
All I wanted to know is if I can edit the other factions as well.
Title: Re: Updated Megapack Animations
Post by: Coldfusionstorm on 11 November 2013, 06:20:15
There is a problem with the stable release, so the devs are currently working on fixing it.
It's a FPS problem. so.
Title: Re: Updated Megapack Animations
Post by: tiger on 11 November 2013, 19:30:05
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.

This has nothing to do with the FPS at all it will effect nothing.
The animations are the exact same accept for 1 difference
-Old animations are unrealistic
-New animations are realistic.
That is it.
Title: Re: Updated Megapack Animations
Post by: ElimiNator on 11 November 2013, 20:22:01
Yup, its just as hard for the game to play a unrealistic animation as a realistic one.
Title: Re: Updated Megapack Animations
Post by: filux on 11 November 2013, 21:29:28
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.
...This has nothing to do with the FPS at all it will effect nothing...
  :o If you you really believe in what you wrote, then maybe you shouldn't to do that.  :-\
A lot of things have an impact on the amount of FPS and on 101% everything related with animation.
...I would also like to mention the obvious thing, that the acceleration of animation results in greater demand for "PC resources" so you have to do it in moderation...
...but maybe if you can write it with larger font and more red then I'll believe it.  :P

For me it is completely incomprehensible with whom you are trying to argue.
Did so far someone wrote that it is unnecessary and you shouldn't to do that?  :confused:
Until now, you could did prepare a patch and paste it here, which allowing it to tests for others,
and probably most of testers will write that you have done a good job.  :thumbup:

At the moment I have a feeling that discussion in this thread will continue until at least the appearance of stable version 3.18.0  :-X

Title: Re: Updated Megapack Animations
Post by: tiger on 11 November 2013, 21:34:02
As a animator I know how the animations effect gameplay. I'm trying to explain it to everyone else.
So I'll get together a small techtree and post a download for you guys to test. And you can see how it works.
Title: Re: Updated Megapack Animations
Post by: MoLAoS on 11 November 2013, 22:17:56
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.
...This has nothing to do with the FPS at all it will effect nothing...
  :o If you you really believe in what you wrote, then maybe you shouldn't to do that.  :-\
A lot of things have an impact on the amount of FPS and on 101% everything related with animation.
...I would also like to mention the obvious thing, that the acceleration of animation results in greater demand for "PC resources" so you have to do it in moderation...
...but maybe if you can write it with larger font and more red then I'll believe it.  :P

For me it is completely incomprehensible with whom you are trying to argue.
Did so far someone wrote that it is unnecessary and you shouldn't to do that?  :confused:
Until now, you could did prepare a patch and paste it here, which allowing it to tests for others,
and probably most of testers will write that you have done a good job.  :thumbup:

At the moment I have a feeling that discussion in this thread will continue until at least the appearance of stable version 3.18.0  :-X

It seems like you are the one he is talking to. He isn't "accelerating" the animation, so your comment is irrelevant. Realistic animations are not so much about the number of frames or speeding them up as creating movement that properly follows real human movement. He is saying he will make animations where the body parts move in a more correct manner, which will have no effect on performance since each animation is the same number of frames and has an almost identical amount of data to process as the current animations.
Title: Re: Updated Megapack Animations
Post by: filux on 11 November 2013, 23:11:49
...It seems like you are the one he is talking to...
Good to know, thx.  :)

...He isn't "accelerating" the animation, so your comment is irrelevant...
...and many dying animations were played to slow. (the animation was fine just not the speed)...
Some animations in Megapack are poor (e.g. Indian's Axe thrower which wagging a hammer) and some of them are too slow and some too fast.

Work comes down to change the animation or speed or both of them.
Well done and optimized able to improve the quality and even at the same time can affect the minimum amount of FPS improvement.

Title: Re: Updated Megapack Animations
Post by: tiger on 12 November 2013, 01:49:59
Finally! Someone who knows what he's talking about! Thanks MoLAoS.  :)
Title: Re: Updated Megapack Animations
Post by: titi on 12 November 2013, 21:52:12
I got mixed up a bit with the latest changes made in Romans. Please don't change the other techtrees ( at least not now before the release ).

If you want to improve something in roman techtree:
1. convert all textures to png ( MegaGlest can do this for you via commandline parameter! )
2. change walk animation speed for Gladiator, currently its MUCH too fast
3. make a new walk animation for :
General ( this is really the worst of all, look at it form the front )
Wartime Mechanics ( bad from the front too )
Archer ( not as obvious as the other two, but not really good )
Title: Re: Updated Megapack Animations
Post by: ElimiNator on 12 November 2013, 22:36:18
I redid most of the textures and animations in Romans, and modified some the models.

The update will be done for the release hopefully.
Title: Re: Updated Megapack Animations
Post by: Coldfusionstorm on 12 November 2013, 22:56:52
Should the animation not be bind-to-anim-progress
??
Title: Re: Updated Megapack Animations
Post by: titi on 13 November 2013, 16:25:43
a hint for the buildings:
If all the roofs are made with the same texture it looks a bit boring and too similar. Better use different ones.
Title: Re: Updated Megapack Animations
Post by: ElimiNator on 13 November 2013, 17:20:26
What roofs? the houses in the forum?
Title: Re: Updated Megapack Animations
Post by: tiger on 23 November 2013, 19:27:57
Ok Titi. Is it ok to add my new animations into Egypt now?
Title: Re: Updated Megapack Animations
Post by: titi on 24 November 2013, 17:23:09
Sorry no, at least don't check in such stuff. The release is still not final in my eyes and I bet we will release one or two compatible patch versions soon. CHanging data at the moment will break compatiblility, so no , no changes now.
Title: Re: Updated Megapack Animations
Post by: tiger on 24 November 2013, 18:37:27
Ok then. Let me know when it is ok to add them in.
Title: Re: Updated Megapack Animations
Post by: titi on 24 November 2013, 19:10:03
About all those dying animation where you think they are too slow, I don't think they are too slow. For example the anubis warrior was meant to die in slow motiion because he is not from this world and sent from the egypt gods . So he does not only die , he also gets back to his gods and this takes some time. I suppose something similar was meant for the  magic summoner and I like it as it is. Please don't change it.

So what else do you want to change exactly ?  We should first discuss it and then change it.

What I found out is that the tech worker is animated too slow when he walks loaded with gold and so on.( As he is used in other factions too there maybe too. )

Title: Re: Updated Megapack Animations
Post by: tiger on 24 November 2013, 20:10:44
The animations I dislike the most are mostly, walking and dying.
For the Anubis warrior the dying is horribly unrealistic. It makes the game look cheezy when the animations look so weird, which is why I wanted to fix them up.
I also dislike:
EGYPT
-worker dying
-spear thrower dying (his dying animation looks fine but his spear goes flying all over the place)
-Bird (flying animation)
PERSION
-magican walking
NORSEMEN
-axe thrower walking
-spearman walking

These are the worst I would say.
Although you may like the idea of units "going back to their gods" some of the animations are still very bad.
When I change anything, you can review the new animations and tell me how you like it.
Because Tucho is a good animator and he animated the summoner's dying movement the way it was, I guess we should leave it. But the Anubis warrior really needs an Update.



Title: Re: Updated Megapack Animations
Post by: will on 24 November 2013, 21:07:10
IIRC Mr War's Martians faction the canister has a beacon that beams upwards; a similar particle effect could be an effective soul going to heaven animation?
Title: Re: Updated Megapack Animations
Post by: tiger on 24 November 2013, 21:45:59
We don't want Megaglest to look unrealistic when something dies it should fall down dead. not float upward or something weird...
Title: Re: Updated Megapack Animations
Post by: titi on 24 November 2013, 22:25:16
about the changes you want to do:

egypt:
slave die animation  , hm I don't think its sooo bad, but go for it if you can make better ones
ibis fly animation: yes I bet it can be improved.
spearthrower dying yes, the spear flies a bit strange :) you can do it.

Persian:
Magician walking: yes go for it

norsemen:
you don't like the way the axeman walks ? strange, I especially liked the animation
What's wrong with the spearmens walking animation ? for me it looks great,

( but for all: if youthink you can do better ones, do it and show us somehow before ? )

About willvarfars idea:
About the particle effect when dying: this can be indeed a very good option that some of those units are gods or made by gods: To explain it to tiger:
In old Egypt Ibis/Snake/Scarab were gods. The idea was to show theri godlike power with splash attacks for example :D. And Anubis was god too but as he only fights "conventionel" with a sword its a really good idea to let him die with something magic ( like a particle effect.
So yes I like tthe idea.

update: what about a 1 to 3 particle effect showing images of an anubis flying into the air getting more and more transparent like smoke?
Title: Re: Updated Megapack Animations
Post by: tiger on 24 November 2013, 23:01:35
The Norseman axethrower's feet go through each other when he walks.  :|
The spearman's walking animation is not "bad" but it could an improvement (I think).

Well nothing is stopping you from adding a particle to the dying animations for the units.
I just want them to look more realistic.. And I have a awesome animation for the Anubis Warrior that I made.
Title: Re: Updated Megapack Animations
Post by: titi on 25 November 2013, 11:26:16
can you show those animations somehow? ( provide the g3d or something like this ) If they look like the new roman animations I am sure this will convince me :D.
Title: Re: Updated Megapack Animations
Post by: tiger on 25 November 2013, 16:00:12
Ok I'll get a download up (later on today) I'm about to leave for work right now. But when I get back I post them here.
Title: Re: Updated Megapack Animations
Post by: tiger on 26 November 2013, 02:36:37
Here is the link to the fixed Anubis warrior animations.
-walking
-dying
-attacking (the old one is good but I thought, Ah can't hurt anyway)

http://download948.mediafire.com/g0olwcrnifqg/8vgnh9kcfbpz9bh/MP-animations.7z
Title: Re: Updated Megapack Animations
Post by: titi on 26 November 2013, 03:10:01
The death anim is much better that the current one, I want it :)
I prefer the original walk animation over yours.
The fight animation is very similar, I suggest to use both.

Is this ok for you ?
Title: Re: Updated Megapack Animations
Post by: tiger on 26 November 2013, 16:00:57
sure. use whatever you like. Should I get to work on some other animations now?
Also you can tell me which ones "you" would like changed and I'll see what I can do.
Title: Re: Updated Megapack Animations
Post by: kagu on 5 October 2015, 16:26:57
Opened a pull request for Anubis dying https://github.com/MegaGlest/megaglest-data/pull/11
Title: Re: Updated Megapack Animations
Post by: tiger on 5 October 2015, 16:41:40
All the animations I had made were much better, but they weren't accepted for whatever reason so I stopped making them because my work was going nowhere. The people of Glest want the animations to look unrealistic, which is strange, but whatever...
Title: Re: Updated Megapack Animations
Post by: kagu on 5 October 2015, 16:46:27
@tiger, if you have other animations, can you share with us please. I will try my best to lobby on MG Team to accept them  :D .
Title: Re: Updated Megapack Animations
Post by: tiger on 5 October 2015, 16:48:27
It's not worth your time, I've tried but they love the "Originals" which are mostly horrible (excluding tech and magic)
Title: Re: Updated Megapack Animations
Post by: kagu on 5 October 2015, 19:04:53
@tiger, titi confirmed that will merge the new pull request and will be used.
Thanks.
Title: Re: Updated Megapack Animations
Post by: kagu on 19 November 2015, 13:42:10
Merged. Thanks.