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Animator to Programmer: Pipeline Project

Started by GninjaGnome Feb 8, 2010 at 2:54 PM 8 replies 1.4k views
Original Post
GninjaGnome
GninjaGnome
Team name: none Project name: none Brief description: I’d like to team up with someone who could import some assets into a game engine and create some simple controls. I’m not very savvy with engines or programming languages, so what methods are used is entirely up to the programmer. I’m not really interested in working on all of the mechanics of a complete game right now; I just want to get some experience working with a programmer in an effort to improve the pipeline between artists and programmers. I’m capable of providing all of the assets that would be necessary to produce a video game cinematic, but I’d like more experience with exporting to a format that can be controlled in real time. The goal here is just to learn to work with someone to get a rig to do what it's supposed to do. Target aim: none Compensation: none Technology: I'll be using Maya and Photoshop. Talent needed: programmer Team structure: Just me on this project. I'll model, rig, texture, animate, and export the files to whatever format we decide on. I'd like someone who knows what they're doing to give me feedback and help me improve the rigs. Hopefully we'll both learn from the experience. Website: none Contacts: reply here Previous Work by Team: none that applys to this Additional Info: The character I’d like to use for this project has a 10k tri budget, 16 1k texture maps and 60 joints. I should be able to provide any necessary files. Here’s an animation test. (sorry for the bad lighting)
link to
">Animation Test
http://s267.photobucket.com/albums/ii295/GninjaGnome/?action=view¤t=ironkladAnimationTest.flv Feedback: Any [Edited by - GninjaGnome on February 8, 2010 3:12:17 PM]
angelfun
angelfun
Would you rather join a project like mine:
http://www.gamedev.net/community/forums/topic.asp?topic_id=559918

jkleinecke
jkleinecke
Getting animations into an existing engine (like Ogre3D) is pretty simple. Just use the exporter for the given engine from your DCC (Ogre3D has quite a few). I'd be willing to whip up a simple project that uses Ogre3D for you.

Where things get interesting is in animation blending. Properly blending your animations to transition between different states (standing -> walking -> running) gets complicated and can require a lot of tweaking from the artist (but not always). Also, things like how fast and far to move the character while performing an animation takes some time to work out (ideally the rate of movement would dynamically change based on the animation frame).

If you are interested in helping develop a useful animation system I'd be willing to work with you to create a full animation tree and believable walk animations.

My email is jkleinecke (at) capsher (dot) com
-----------------------------------Indium Studios, Inc.
GninjaGnome
GninjaGnome
Sounds cool jkleinecke.
I checked out the Ogre3d website. It looks it should work fine. I'd like to start with blending the baked animations, and if possible later work on an IK system if you up for it.
I'll send you an Email and we can get started :)
Thanks

@ angelfun- No thank you, but good luck with your project
Nikolay116
Nikolay116
Hello,

I am a hobby dev, this is the best I got


If interested, now I am working on version 2 of the game. In your video I saw a nice mech, my game is mecha game. So perhaps we could collab.

PM is interested or email: seminnikolay at gmail dot com

Hope to hear from you soon!
2020
2020
This mech would be fantastic for 2020.

Send me an email lets chat. 2020@opensourcedesign.co.uk
erlend_sh
erlend_sh
Hi 'GninjaGnome',

My name is Erlend, aka erlend_sh, manager of the jMonkey Engine project.

It appears you have accepted an offer already, but I will make my case nontheless, should your commitments open up later.

At jMonkey, we are in the process of developing the next generation of our game engine, namely jMonkey Engine 3.0. A drastically improved, up to industry standards art pipeline is a key goal for this new breed engine. To keep things simple, currently the only supported format is the Ogre3D format. Incidentally, you might have some experience with it by now :) Time willing, we'd love to have you around for essential prototyping.

If you want to experience what it is like being part of a larger scale FOSS project, we would gladly comply. To get the quick n' dirty overview, just check out our GD.net project listing.

As described in the linked thread, I may be contacted at contact@jmonkeyengine.com

~ Erlend S. Heggen
GninjaGnome
GninjaGnome
-Sadr
Your project looks really cool. I'm planning on working with Mr.Kleinecke but since we'll be working on a Maya to Ogre pipeline, I see no reason not to collaborate with you also.
I'll contact you.

-2020 & Nikolay116
Thank you for your interest, but I'm not planning on working on any more game projects untill my current project is complete.

Good luck in your endeavors.
remigius
remigius

Well, since you're betting on mutiple horses I'll offer my bridle too [smile]

I've been looking to get some more experience with animation, so it would be a learning project for myself as well. I do have some limited experience with animation code and some more experience dealing with importing from Maya. I'd be using XNA which has the nice benefit of being able to import Maya's FBX files directly. So a good part of the content pipeline should be in place already and I could focus on the actual animation and rendering.

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