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Author Topic: Half life animation converter  (Read 12437 times)

Simon

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Re: Half life animation converter
« Reply #30 on: February 05, 2009, 12:03:12 PM »
Hey guys here some litle things (copied from my post on HIT)
Quote from: bloodsurfer
Giant mother-fucking class diagram in my mother-fucking project


So it's not complet as well, the key point is that kind of stuff is mostly used to show to your customer that you are not a pussy or something and serve as a plan for your team-mates, since I'm alone on that project, I don't really need to finish it to the last byte. I will probably do a litle of the GUIs part just to be sure. Plus my teachers don't really ask for that shit, I just love doing it, for the I'm a huge unfunny manchild, do not listen to me fun(bettar ?) you know.

On complete not related topic, I'm peeing a mix of cofee and blood in my very own pants right now, everything is alright.

Just to say it's not dead, btw if somebody know how to apply a 3D rotation on 3D vector, I would be very happy cause I can't get my hands on it

Edit: Bloody auto-censor

Try to ignore the general silliness in that post, I didn't sleep during three days when I wrote that ... so yeah ... whatever, here is something nicer

Quote from: bloodsurfer
Ok, so my previous post may have sound a bit crazy for most of you guys, but I guess that what all developers face after three days of works without sleeping X_X

Anyway here is a diagramm that most of you are going to understand,


This what we call an use case diagramm, the definition say something like 'it show goals of the system'. In more clear words 'what the hell do we want the application to do', but not functionalities of the application ('add something', 'remove that', 'change color of this' etc.)

After a few analysis, I realise that I could extend my use case to something more precise and open, without talking about functionalities


and for the other use case


(btw the 'extend' relationship mean 'we may need it' and read it the other way of the arrow, and yes it does make sense )

So I'm right to think that everybody is confortable with those diagrams ?


Simon

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Re: Half life animation converter
« Reply #31 on: March 30, 2009, 01:30:37 AM »
IT'S ALIVE!


Note: It has been done just with a simple autoscale so glithes are normal

Burd!

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Re: Half life animation converter
« Reply #32 on: March 30, 2009, 02:49:58 AM »
Holy shit! :O

Looks like there are going to be some serious changes in how people rig.

Alex

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Re: Half life animation converter
« Reply #33 on: March 30, 2009, 10:24:18 AM »
:O

You sir, are the winnar.  I can't wait to get my grubby mitts on that thing :D

Gravewrecker

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Re: Half life animation converter
« Reply #34 on: March 30, 2009, 12:51:16 PM »
Holy shit! :O

Looks like there are going to be some serious changes in how people rig.
Like, there won't be any rigging, needed anymore ??

Nice work there !!

Anton

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Re: Half life animation converter
« Reply #35 on: March 30, 2009, 06:17:38 PM »
Oh shit, you managed! That's really incredible!
THe future is so bright I gotta wear shades.

Simon

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Re: Half life animation converter
« Reply #36 on: March 30, 2009, 08:10:20 PM »
Thank you all !


Upadte again, this time testing the manual skeleton mapper
It worked

Alex

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Re: Half life animation converter
« Reply #37 on: March 30, 2009, 08:42:47 PM »
DO WANT NAO

Seriously, I can't wait till this thing is released :)

Burd!

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Re: Half life animation converter
« Reply #38 on: March 31, 2009, 03:30:30 PM »
By the way, does this work for V models too? Oh man, that'd save my life.

Anton

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Re: Half life animation converter
« Reply #39 on: March 31, 2009, 06:12:10 PM »
Now try to give a headcrab Agrunt animations!
GOOO!

Editor

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Re: Half life animation converter
« Reply #40 on: April 13, 2009, 12:12:02 AM »
Any status update on this awesome technology?

Simon

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Re: Half life animation converter
« Reply #41 on: April 13, 2009, 12:18:02 PM »
Not enough to give a new screenshot

Simon

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Re: Half life animation converter
« Reply #42 on: May 16, 2009, 07:15:04 PM »
Here is some news guys, copied from the HIT post :
Quote
Just a liltle piece of news for everyone, I've just past my project presentation a few days ago. There was four lecturers instead of two and they were really interested in my project. They asked a lot question about it, and one of them want to use the class diagram of my project as an example for the next year, by printing it on a one meter large printer, he also feed my ego by doing that, that explains the last sentence of my previous post =P

So yeah the project is on a rail, in a alpha state (ver. 7 homage to the next Windows). Here is some small pictures of the GUIs :


1. The main window showing the complete process to export animations from the scientist to hgrunt


2. The skeleton mapper, used to explain wich bone belong to an other, notice the Auto map button, manual mapping is also possible, should be reaplace by a 3D view of both models.


3. GUI of the link between the scientist and the modifier, showing which animations are going to be converted


4. One of the parametter for the modifier, showing which bones is going to be affected by the said modifier


Burd!

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Re: Half life animation converter
« Reply #43 on: May 16, 2009, 07:48:09 PM »
Wow! I really love that skeleton mapping window! Looks like it's gonna' be very easy to use :]

Alex

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Re: Half life animation converter
« Reply #44 on: May 17, 2009, 10:50:15 AM »
Oh PRO

This tool will make everything so much easier when it's done.  Even Source based animations :D

Anton

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Re: Half life animation converter
« Reply #45 on: May 17, 2009, 04:25:39 PM »
During the final presentation you should show the process of an oldschool compile error mutant.

And then compare with your own method.

Simon

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Re: Half life animation converter
« Reply #46 on: May 17, 2009, 05:05:03 PM »
During the final presentation you should show the process of an oldschool compile error mutant.

And then compare with your own method.
I did that don't worry


Burd!

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Re: Half life animation converter
« Reply #47 on: May 17, 2009, 06:40:30 PM »
AHAHHAHAAHHAHAHAHAHAHA

Steel

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Re: Half life animation converter
« Reply #48 on: May 18, 2009, 08:28:23 PM »
I must say the work in that picture look like it's one of my own works :D

Anton

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Re: Half life animation converter
« Reply #49 on: May 19, 2009, 05:01:29 PM »
That's fucking hilarious!

Although an oldschool Milkshape mutant would be sweet, even though it's pretty unrelated.
Like what happens if you move a joint and then compile.

Simon

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Re: Half life animation converter
« Reply #50 on: May 19, 2009, 06:00:36 PM »
Although an oldschool Milkshape mutant would be sweet, even though it's pretty unrelated.
Like what happens if you move a joint and then compile.
It might be not so much unrelated, I think if you move one in Milkshape it will clearly screw up everything at the compile, but I think if you pass the animations in the HLAC it might saves them, I should give it a try for the lulz

Doommarine23

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Re: Half life animation converter
« Reply #51 on: May 02, 2010, 07:09:51 AM »
Super bump I know but what ever happened to this? I have not seen any news on it ever since.
Cλptain B.O: Pr0 as fuck idea: Scale up to 4096x4096 and add noise
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Cλptain B.O: Add rust to the sky

Alex

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Re: Half life animation converter
« Reply #52 on: May 02, 2010, 10:40:26 AM »
Double bump, I was looking forward to this thing too ;>

Simon

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Re: Half life animation converter
« Reply #53 on: May 02, 2010, 11:05:45 AM »
Err yeah I have to work on that thing again, point is I don't have a shitload of free time

D3ads

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Re: Half life animation converter
« Reply #54 on: December 07, 2010, 11:31:23 PM »
*bump* I'm actually desperately in need of this because I'm trying to add several animations from one skeleton to another for my mod, but it wouldn't be possible without this.. have you managed to make a beta? Otherwise I'll have to use CZ ones :(

Simon

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Re: Half life animation converter
« Reply #55 on: December 08, 2010, 07:06:47 PM »
Arrrg I'm sorry D3ads I didn't work on that stuff for a long time, still may have an alpha somewhere, but you will have to work with this too http://hl-improvement.com/forums/gold-source-tutorials/%28milkshape%29-smd-adjust-key-tools/

James

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Re: Half life animation converter
« Reply #56 on: December 15, 2010, 06:13:12 PM »
*bump* I'm actually desperately in need of this because I'm trying to add several animations from one skeleton to another for my mod, but it wouldn't be possible without this.. have you managed to make a beta? Otherwise I'll have to use CZ ones :(

It's possible, bust open Notepad and go to town on those models pal.

D3ads

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Re: Half life animation converter
« Reply #57 on: December 15, 2010, 06:23:24 PM »
Cool, so I can use say CS death anims on the CZ:DS skeleton? When I said I was doing I meant Jack and Alex, I have no idea about this kind of stuff lol

Straider_city17

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Re: Half life animation converter
« Reply #58 on: December 21, 2010, 06:39:52 PM »
HAHAHA!!!!Grunts on scientist's animation!

Da Fat Cat

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Re: Half life animation converter
« Reply #59 on: December 21, 2010, 07:11:51 PM »
HAHAHA!!!!Grunts on scientist's animation!

HA HA HA LOL xd  :2pro:
...I remember my early puberty, used to masturbate to the newly released HD model pack that came with the Half-Life Blue Shift video game.