Experimental Arm Rigs


xander
01-11-2007, 06:54 PM
I created 3 separate IK rigs that people can use to create custom animations. I figured that they should be posted here too, due to the nature of the place.

I don't understand the point of rendering rigs, but everyone else does it so I did too:
http://www.daellum67.com/DODSrigs/dryrun.jpg
http://www.daellum67.com/DODSrigs/dodsrig.jpg
http://www.daellum67.com/DODSrigs/autobak2.jpg

Grab them here:
http://www.daellum67.com/DODSrigs/DODSrigs.rar

Here's something else to play with also, the above download only used IK for the movement of the arms, and the fingers were FK. These are even more experimental, because I have no idea whether FK fingers are better or worse than these. These are here for you to try as well. :)

http://www.daellum67.com/DODSrigs/FingerIKtest_UPD.rar

I wasn't sure about posting these here, because from reading around it seems as this whole board is elitist and think they're better than us in the CS community, but I figured that they would be quicker to get over this prejudice if I gave a little to them. :carrot:

I'm hoping this will lead to some more custom animations for DoD:S, and as always, post wip's at CDG and DLCSS if you do animate anything with these rigs, that way I'll probably see it. ;)

Pvt.Crowe
01-13-2007, 10:10 PM
Thats what happens when a game pretty much dies. There will be like a few people left who form an elitist attitude because they have this dumb "I was here man...i've been here man...i never turned my back on it man" attitude thing going on. Like they were in nam or something. But whatevs, its the internet.

Nice work here!

Wile E Coyote
01-14-2007, 04:28 AM
Originally posted by xander
I wasn't sure about posting these here, because from reading around it seems as this whole board is elitist and think they're better than us in the CS community, but I figured that they would be quicker to get over this prejudice if I gave a little to them. Admittedly, yes you will see a lot of CS-bashing in these forums. My take is you are doing the best thing; ignoring it and testing the waters for yourself! My own personal experience is that the forums that cater to CS are actually the ones that are elitest. I have had nothing but trouble when trying to post anything on those type of forums. Granted this may very well be due to it's popularity.... the larger the number of your fan base, the larger amount of jerks you are bound to attract. And it would seem those jerks always try to have the loudest voice.

Thanks for this setup. I know jack-squat about animating myself, but but believe me any golden nuggets dropped here that may lead to improvement of the visual aspect of the game are greatly appreciated. Just browse through the "modeling" section and that'll be evident right away ;)

And far from being dead, the numbers for DOD:S have held pretty consistently for the last year or so. Facts are better than fiction.

BERSERK3R
01-14-2007, 03:03 PM
I think this is a good post, but although I really want to animate hands myself I cannot seem to find a good tutorial on how to do it.

Also I do have 3dmax but I like to know what tools/plugins/convertors/ etc to use and which steps to take, cause atm I know 0,0.

I'm sure I can do it but have no clue where to start.

Rosa Jonas
01-14-2007, 03:06 PM
Originally posted by BERSERK3R
I think this is a good post, but although I really want to animate hands myself I cannot seem to find a good tutorial on how to do it.

Also I do have 3dmax but I like to know what tools/plugins/convertors/ etc to use and which steps to take, cause atm I know 0,0.

I'm sure I can do it but have no clue where to start.

the author of this topic has a whole set of animation tutorials and even how to make your own rig. links can be found on cdg iirc

Wang-Computers
01-17-2007, 06:03 AM
Nice work and all.

But the problem is the day of defeat source community has virtually zero hardcore players who are willing to sit down for days at a time animating something awesome.

Counter-strike:source have loads of of those hardcore players and they get ALL the stuff!!

Also, if you have a big ego, stay away from the cs community. They will shred you back down to a lemming. :)

Guyver
01-17-2007, 04:20 PM
Originally posted by Wang-Computers


But the problem is the day of defeat source community has virtually zero hardcore players who are willing to sit down for days at a time animating something awesome.



http://www.cdg.net/forums/viewtopic.php?t=44102

EH?

The animations are done by the way...he's just waiting on someone to compile it.

xander
01-19-2007, 11:43 AM
Erm.. Well.. If you don't know how to animate I have a set of tutorials here:
http://cdg.net/forums/viewtopic.php?p=7015249#7015249



It doesn't take days, merely hours to come up with something good.


:carrot:

Oh, btw, Ray released some 1911 anims that used my rigs rigs here (http://cdg.net/forums/viewtopic.php?t=44253), just as an example of what you can do with them.

Trp. Jed
01-19-2007, 11:59 AM
Don't suppose you'd do some with the stock HL2 v_model rig? I know a lot of animators would kill for the stock HL2 set-up with IK.

FrostbiteX92
01-19-2007, 05:26 PM
ok sorry for going a lil off-topic but what do IK's do to v_models, like I know they create that water splash effect when applied to a players foot...

xander
01-19-2007, 08:06 PM
You're probably thinking of something else, as far as animation and 3ds max are concerned, I'll try to explain it. Without IK (Inverse Kinematics), you have to manually rotate each bone (Fingers, arm, whatever you have boned) into position to get the desired effect (Fingers gripping a pistol grip for example), and then go back and check to make sure it gives you the result you want. IK allows you to place the beginning and the end of a chain of 2 or more bones where you want them, and max will calculate out the most comfortable combination of bone positions that allow the bones to make that position. That probably didn't make sense, so I'll link you to this, http://freespace.virgin.net/hugo.elias/models/m_ik.htm, it goes into more detail and will explain it worlds better than I can.

FrostbiteX92
01-20-2007, 06:46 AM
Originally posted by xander
You're probably thinking of something else, as far as animation and 3ds max are concerned, I'll try to explain it. Without IK (Inverse Kinematics), you have to manually rotate each bone (Fingers, arm, whatever you have boned) into position to get the desired effect (Fingers gripping a pistol grip for example), and then go back and check to make sure it gives you the result you want. IK allows you to place the beginning and the end of a chain of 2 or more bones where you want them, and max will calculate out the most comfortable combination of bone positions that allow the bones to make that position. That probably didn't make sense, so I'll link you to this, http://freespace.virgin.net/hugo.elias/models/m_ik.htm, it goes into more detail and will explain it worlds better than I can. Oh, well thanks for the link and info! :D

P.S. Yes your post did explain it.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.