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Thread: 4 legged animals? Yes.

  1. #26
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    That, or now it's an o-face with a heated blush.

    Anyway, animals, woo!

  2. #27
    Quote Originally Posted by scarykitties View Post
    Is that supposed to be a stickman-head with his hands in the air, cheering, or is that supposed to be cheeks and a gasping mouth? And if it's the latter, is the fact that the mouth is an "o" supposed to make it an o-face (if you don't know what I mean by that, do a Google search)?
    For me, it's a stickman with his hands in the air, cheering (the 'o' is his head). The latter could be Asian style, but more often, the cheeks are then represented by parentheses (^o^) instead of slashes. I would say that stickmen are a bit too asexual to make o-faces...

  3. #28
    Dogs? While dogs would be neat, you guys all overlooked the most obvious and awesome 4 legged animal.

    Bears.

    I'd LOVE to have a bear fighting pit in a FM, that would be AWESOME. Just like the guard conversation suggests, some with little extras, and some "like the bears in my day" that didn't need no stinking armor or metal claws.

  4. #29
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Well, dogs have more universal use as it's reasonable that many, if not most, guard groups would employ hounds.

    But yes, bears, both with and without the weaponry strapped-on, would be interesting.

  5. #30
    Member
    Registered: Sep 2002
    Location: swirling in the night wind
    I need a kitty!

    One of my fm ideas needs one. The premise is that G decides to visit a lady friend for some R&R time away. When he gets there, he finds a note on the door that she had to leave and will be away for the night, but that G should make himself at home. Just remember to feed her new cat - and DON'T let it out. Of course, as soon as he opens the door, the cat scats between his legs and heads for a hole in the wall. Now, G wouldn't care except that he doesn't want to piss off this very pretty friend and ruin his R&R. So he heads out after the cat to try and catch it.

    As of right now, you never see the cat. You can only hear it behind walls, on high ledges, etc - everywhere that G will have to chase it and get into (and out of) trouble. It would be great to be able to at least glimpse the thing once in a while.

    I almost made the mission in T3, because it has a cat, but I'm just not a very big T3 fan.

  6. #31
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Quote Originally Posted by redleaf View Post
    ....the cat scats between his legs....
    Ooo I hate it when cats poop beneath me...

    Seriously, though, interesting concept. I'll have to play that when it comes out.

  7. #32
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I was just thinking how great it would be to have cats, dogs, horses, bears, raccoons, etc.. This is a truly exciting time to be making T2 missions.

  8. #33
    NewDark 64³ Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    Or have a cat that is an ally of Garrett's and helps him out in certain situations, like opening window latches, distracting guards, or nabbing loot out of reach.

  9. #34
    Member
    Registered: Aug 2009
    Location: Montreal, Canada
    Awesome
    Dromed has no limits

    And now we can finally have bears

  10. #35
    Finally, the threat that one guild thief uses will have some teeth.

    "I'm gonna sic the dogs on you!"

    I always thought the dogs in SC: Pandora Tomorrow were pretty neat, so this is great news.

  11. #36
    Member
    Registered: Sep 2002
    Location: swirling in the night wind
    74 - keeping my eye out for the first dog! Any estimates on when? A few weeks, months, years?

  12. #37
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Pretty soon there will be enough animals in missions that Garrett will be able to quit being a thief and do what he has always wanted to do: open up a boutique kennel!

  13. #38
    Member
    Registered: Jan 2008
    Location: Sweden
    Quote Originally Posted by redleaf View Post
    74 - keeping my eye out for the first dog! Any estimates on when? A few weeks, months, years?
    The thing with release dates is that they have a bad habit of being too optimistic.
    I'd make a guess on weeks/months though - now that I have the basics down and working it's all about building up a good library of motions and meshes. I'm pretty sure it'll be a painless process, but still take some time considering the amount of stuff that has to be done from scratch.

    EDIT: And not to forget: Thanks everyone for the great response.
    Last edited by seventyfour; 17th Aug 2011 at 18:23.

  14. #39
    Keyla the Otter
    Registered: Mar 2009
    Location: England
    I have BIG plans for this nice little Blender tool . But I'm stuck at the point where I'm trying to set things up so I can convert the files so Blender can use them.

    How did you do it? I fail at doing it myself :P.

  15. #40
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks

    Progress on quadraped dog-12/27/2011

    Here is a reference to SeventyFour's progress in the following post:http://www.ttlg.com/forums/showthrea...88#post2105188

  16. #41
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Horse Model Available

    How is this going?

  17. #42
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Quote Originally Posted by seventyfour
    From here and on it's just about creating new animations, which is quite simple now when one can use an animation software of choice - as long as it supports reading and writing .BVH files.
    Great job with this dog's rig. It would be wonderful to see it actually used in some fanmisson. However I'm wondering is it possible to implement a convincing behaviour of a dog or any other four legged creature. It's not just a matter of good looking animations. Every creature has it's own way of exploring the area and reacting to different events. Dog, for instance, would spend a lot of time lying in his own place/dog bed, wondering around the kitchen, sniffing over the floor looking for a food, and then back to his place. He wouldn't be on a route, patrolling all the time, like a human guard does. Not too mention different reactions to an intruder (gnarling at player, attacking, running around and barking etc...).
    Is current AI system flexible enough?

  18. #43
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by PinkDot View Post
    Great job with this dog's rig. It would be wonderful to see it actually used in some fanmisson. However I'm wondering is it possible to implement a convincing behaviour of a dog or any other four legged creature. It's not just a matter of good looking animations. Every creature has it's own way of exploring the area and reacting to different events. Dog, for instance, would spend a lot of time lying in his own place/dog bed, wondering around the kitchen, sniffing over the floor looking for a food, and then back to his place. He wouldn't be on a route, patrolling all the time, like a human guard does. Not too mention different reactions to an intruder (gnarling at player, attacking, running around and barking etc...).
    Is current AI system flexible enough?
    Absolutely. You can pause during patrolling for any lengths of time and play motions while paused via a conversation. All you would need are the right motions to play in the conversation while paused. And the motions played when alerted are also under control if the motion DB is done right. So you could get a dog to alert 1 = sniffing & searching, 2 = barking & growling 3 = snarling & attacking.
    Last edited by LarryG; 3rd Jun 2012 at 18:24.

  19. #44
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Found this:

    We captured a horses on a treadmill performing walk, trot, canter, gallop and all the transitions up and down throughout the gaits, and then later in a sand school bucking and kicking, rearing up, foot scratching etc...

    This IS real horse motion capture data.

    We license the 3d model and skeletal data on a project by project basis. We also have developed rotoscope movies and image strips for those for which the data is out of their price range, or for educational use.

    Best,

    Richard Widgery
    Performance Capture Supervisor
    Kinetic Impulse
    www.kinetic-impulse.com
    I wonder if they would donate low quality motions (not the high quality stuff they sell) . . . ?

    Horse Locomotion

    Horse Locomotion Data Specs

    Horse Locomotion Request Form


    Also Arteria has a "Animated Horse Pack" which is supposed to have FBX data for a price of just $0.50 (!!). The pack includes royalty free usage in video games. I have no idea whether this is of any use, but at just $0.50 it might be worth a look if you know anything about motion data formats (I don't).

    After purchase of an Arteria Product the original purchaser is allowed to use the assetts in his video game royalty free. This means.. no further reimbursement to Arteria Gaming is required. What we do insist is that you insert our logo (provided in each pack) to display on the credits page of your game.
    Arteria Announcement

  20. #45
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    remember the posture of different animals won't translate either, dogs become aggressive and drop their front, raise the rear and move quickly side to side tracking you to stay engaged, this would be a full alert motion. an upset cat arcs the back, puffs up and become a demon (i think). very different behaviors. the most request animals seem to be horse, dog and cat, and i favor dogs. if i knew how to edit motions i'd be more help.

  21. #46
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Yeah, one thing I was thinking is that AI spine has only one joint, which means it's stiff - can't bend at all. It's hard to get any convincing animal animations without bending the spine. Is it possible to add at least one joint to the spine?

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