Robby Can Walk (new walker animation)

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FragMe!
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Robby Can Walk (new walker animation)

Post by FragMe! »

Yes that is true Robby has learned to walk. What is this? It is a very, very crude walker animation for SWBF. This is totally new, as you will able to tell very quickly as nothing in the game walks this way. It is not meant to be perfect but it is meant to work which it does.
Will say more on this later but I just was so excited it worked I had to share. :D

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Re: Robby Can Walk (new walker animation)

Post by Maveritchell »

Robbie can walk and moonwalk. Nice job!
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Re: Robby Can Walk (new walker animation)

Post by RepSharpshooter »

Good job! You seem to have a knack for modding the coolest things.
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Re: Robby Can Walk (new walker animation)

Post by Fiodis »

Didja know, that's awesome?
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Re: Robby Can Walk (new walker animation)

Post by obiboba3po »

yup he did :D fragme! you sure are amazing with anims./models
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Re: Robby Can Walk (new walker animation)

Post by redgroupclan »

Woo, way to go!

Although I cant really see the video that good because my monitor like has an lcd light or something going out on it and the whole screen has turned a blue tint...and sometimes the screen flashes back to normal color but then goes back to blue...
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Re: Robby Can Walk (new walker animation)

Post by theultimat »

Really nice, FragMe! Just pure awsomeness! :D

(Oh yeah I'm also loving the animated flags :P )
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Re: Robby Can Walk (new walker animation)

Post by Qdin »

nice enough.

One animation covering everything, eh? hehe

So, which animations are you covering for it to work properly?
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Re: Robby Can Walk (new walker animation)

Post by JROD »

That's really cool. The game needs a new, original walker. Way to go :D
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Re: Robby Can Walk (new walker animation)

Post by FragMe! »

Qdin wrote:nice enough.

One animation covering everything, eh? hehe

So, which animations are you covering for it to work properly?
If I understand the question right, none? Those are all totally new animations not using anything shipped (for the robot) for the Flag, that is cloth on an object and it is the Danish flag because I am also of Danish heritage.
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Re: Robby Can Walk (new walker animation)

Post by AceMastermind »

I think Qdin means which animation states did you produce for your experiment, for example:
walk_leftfoot_rightfoot
walk_rightfoot_leftfoot
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Re: Robby Can Walk (new walker animation)

Post by FragMe! »

All of them, if you notice at the start the idle animation is the body spinning back and forth, harder to see is the turnleft turnright as the feet basically just pivot left and pivot right.
Learning more stuff as well so I can make what would be more realistic walking anims.
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Re: Robby Can Walk (new walker animation)

Post by (RAPTOR)BENSTWO{SGT} »

Correct me if I am wrong but the dust springing up when it walks. Looks awsome. :thumbs:
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Re: Robby Can Walk (new walker animation)

Post by minilogoguy18 »

somehow you did it where i could not, i had a walker fully modeled and textured with its own skeleton and full set of animations but it never showed up in the map no matter what i tried.
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Re: Robby Can Walk (new walker animation)

Post by FragMe! »

One thing that did happen when I was first building this up and testing it was the model was halfway through the ground, sitting right where the bone_root null was, but the pilot hp was still in the right place. Now what I did to fix this was change the bone_root from a null to a primitive (just a square in this case), moved it to position and froze transforms then dropped the skelton underneath that and re-eveloped (since doing that I have also found out about the set neutral postion (blast can't remember the exact command but it is under the transforms menu) which would probably do the same thing.
I don't know whether it was doing both things or just one of the two that fixed the problem and put it at the right location on the ground. (broke cardinal rule of trouble shooting changed two things instead of one) Also used the bone_root to transform the model slightly in the Z axis so that it would actually move forward and not stomp in place.
When I get time I was going to check that out again.
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Re: Robby Can Walk (new walker animation)

Post by minilogoguy18 »

Please post a picture from XSI of what you're talking about since I had a good hunch that my model was on the map but just under the ground. I've been thinking of getting back into modding this game since I figured out how my XSI 6.01 was once able to support the pandemic tools. It was because it had imported preferences from a previous installation of XSI 5 that had the tools installed so it somehow glitched it into working on 6.01.
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Re: Robby Can Walk (new walker animation)

Post by Jaspo »

Woah, though, slow that thing down a bit...it's in hyperdrive, and yes, moonwalking...a big No-No for animation...but hey, it's a good start.
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Re: Robby Can Walk (new walker animation)

Post by MasterFang1 »

Jaspo wrote:Woah, though, slow that thing down a bit...it's in hyperdrive, and yes, moonwalking...a big No-No for animation...but hey, it's a good start.
You realize how hard it is to make right?
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Re: Robby Can Walk (new walker animation)

Post by FragMe! »

.
Jaspo wrote:Woah, though, slow that thing down a bit...it's in hyperdrive, and yes, moonwalking...a big No-No for animation...but hey, it's a good start.
FragMe! wrote: What is this? It is a very, very crude walker animation for SWBF. This is totally new, as you will able to tell very quickly as nothing in the game walks this way. It is not meant to be perfect but it is meant to work which it does
Getting the proper animation sequence is the next thing to work on, just trying to determine if it follows the same rules as 9pose animations or not.

Oh and mini I am not sure if this is what you meant you wanted to see.
Hidden/Spoiler:
Image
The square is obviously the bone_root I put in, it is not part of the envelope, not sure if that matters, but it's transforms have been frozen. I haven't had time to go back and test out what I mentioned earlier.
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Re: Robby Can Walk (new walker animation)

Post by obiboba3po »

MasterFang1 wrote:
Jaspo wrote:Woah, though, slow that thing down a bit...it's in hyperdrive, and yes, moonwalking...a big No-No for animation...but hey, it's a good start.
You realize how hard it is to make right?
yea...fragme has worked very hard on this, and like he said its not supposed to be realistic. i mean its not like you "just follow the tut and get it done in 15 minutes" im not even sure if there is a tut on these sort of anims.
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