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Author Topic: Half life animation converter  (Read 12646 times)

Simon

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Half life animation converter
« on: November 17, 2008, 12:57:08 AM »
Hello everybody, so DiamonD insisted that I register, so here I am.
I started a topic about that on HIT's forum and I would like to open a new one here as well

Original Topic :
Ok so it seems that nobody had any interest for my pic here (I hate you all  :P), so I'll will try it an other way
 I'm currently studding at Ittralee, it's nice and everything, Irish are really enjoyable people, but the level at the institute is really low (for computer science study at least). So I started a personal project for Half-life (and gold source in general). Teh half-life animation converter, the idea is quite simple since the SMD adjust key tool is really a pain in the ass to  use, I want to make an app to convert animation from a model to an other with less difficulty than possible.

Let's go for a feature list:
-Convert multiple animations from multiple models to an other model (with different animation skeleton of course)
-No animation skills needed (that the main idea)
-Animations conversion will be made trough an easy-to-use diagram, this diagram will feature "modificators" those will  be :
      -Translation
      -Rotation
      -Auto proportion
      -Scale
      (Maybe more later)
 Those modificators will be connected from a source model or another modificator to the destination model or another modificator, modificators will also have parameter on both input/output (more details later)
-Possibility to convert a full animation or just some part
-Possibility to mix animations together (this one is going to be really funny to code >_<!)
-Project management (more details later)

Tech list :
-It's still really WIP
-Coded in C# (I'm a Microsoft biatch)
-Use Direct X to render (probably)
-More stuff here later when I'll think of them


Pic wooo!

Also if somebody want to help I will be happy (Knowledge in C# and UML would be nice)

First edit (there going to be a lot of them):
Forgot to say that the project will be probably open source (with some limitation) and with with full documentation (if I'm not lazy :S)

Second edit : Modified a few stuff on the feature list

And a few edits:
Well I have some troubles with my laptop right now (HDD pb) so I'm only able to code at the institute (very slowly). Don't worry the project is not freeze or anything, so the time I get back on my coding rails I wanted to ask something quite simple to the community:

-What do think my application will be able to do ?

It seems that I didn't make myself clear on my goal, so go ahead a tell me what did you understand on what I wrote ? By the way if you have suggestion it's time to ask for them (kindly of course =P)

Edit:
Small status report from the batlefield =P:
I rise my laptop from the deads !Every thing is back to a normal state, i'm currently coding the SMD loading part, shoud be done by the end of the day or for tomorrow (thanks to ass kicking regular expression).

Thanks to Anton and jack-wonrz for your replies, thank you guys !

To jack-wonrz you're right for the first part, but the second is wrong, the HLAC will find be able to find the proper proportion for you and will be able to do much more \o/

Edit: Now the HLAC is able to get a skeleton from an SMD file !

Edit2:Now the HLAC parse fully SMD files

Thanks for reading !

Burd!

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Re: Half life animation converter
« Reply #1 on: November 17, 2008, 01:19:56 AM »
If this works out, not only is it groundbreaking and makes my job useless (:P), but I'll love you.

Simon

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Re: Half life animation converter
« Reply #2 on: November 17, 2008, 01:25:57 AM »
If this works out, not only is it groundbreaking and makes my job useless (:P), but I'll love you.
It'll probably be a school project as well, so it will be finished

Leska

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Re: Half life animation converter
« Reply #3 on: November 17, 2008, 03:12:59 AM »
-Coded in C# (I'm a Microsoft biatch)

Might post something that's not ghey later, but get out of my pool raeg. >:(
« Last Edit: November 17, 2008, 03:16:05 AM by Rayne »

Simon

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Re: Half life animation converter
« Reply #4 on: November 17, 2008, 11:14:32 AM »
-Coded in C# (I'm a Microsoft biatch)

Might post something that's not ghey later, but get out of my pool raeg. >:(

Wut ?

D3ads

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Re: Half life animation converter
« Reply #5 on: November 17, 2008, 03:36:25 PM »
Ooooh, this sounds interesting indeed, keep us posted!

Simon

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Re: Half life animation converter
« Reply #6 on: December 29, 2008, 10:38:34 PM »
Ooooh, this sounds interesting indeed, keep us posted!
Well you will be happy I'm posting =P

Anyway just to let you guys know that this project has been accepted as a school project, so it should be done by the end of school year (late june or something) .

Now a litle tricky question :

what is it ?
« Last Edit: December 29, 2008, 10:40:05 PM by The zxeno prophet »

Leska

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Re: Half life animation converter
« Reply #7 on: December 30, 2008, 12:52:56 AM »
Looks like some form of level initialization flow chart for Half-Life. Or any generic engine, for that matter.

During level load, the original game/mod precaches models, sprites, and sounds. Then, the original game/mod creates all of the entities found in the level within its game logic, utilizing the precached resources. Or so I assume, just from a look at the unlabeled chart. Do I get a cookie? 8D

Wut?

I don't get along with C#, .NET, DirectX, and most proprietary platforms. :P
« Last Edit: December 30, 2008, 01:06:08 AM by Rayne »

Simon

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Re: Half life animation converter
« Reply #8 on: December 30, 2008, 12:05:52 PM »
Looks like some form of level initialization flow chart for Half-Life. Or any generic engine, for that matter.

During level load, the original game/mod precaches models, sprites, and sounds. Then, the original game/mod creates all of the entities found in the level within its game logic, utilizing the precached resources. Or so I assume, just from a look at the unlabeled chart. Do I get a cookie? 8D
No, hehe my tricky question is working well =P

I don't get along with C#, .NET, DirectX, and most proprietary platforms. :P
So we meet again open-sourced deamon =D
« Last Edit: December 30, 2008, 12:09:26 PM by The zxeno prophet »

Leska

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Re: Half life animation converter
« Reply #9 on: December 30, 2008, 08:29:40 PM »
No, hehe my tricky question is working well =P

-

So we meet again open-sourced deamon =D

Curse you, Proprietary Scum!

* Rayne counters with nasty pointers like char *(*(**foo[][8])())[].
Suddenly, thousands of them!
« Last Edit: December 30, 2008, 08:33:56 PM by Rayne »

Simon

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Re: Half life animation converter
« Reply #10 on: December 30, 2008, 10:28:04 PM »
* Rayne counters with nasty pointers like char *(*(**foo[][8])())[].
Suddenly, thousands of them!

#include <new>
void* operator new (size_t size)
{
    return NULL;
}

now have fun with your nasty pointers =P

Leska

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Re: Half life animation converter
« Reply #11 on: December 30, 2008, 11:45:32 PM »
* Rayne counters with nasty pointers like char *(*(**foo[][8])())[].
Suddenly, thousands of them!

#include <new>
void* operator new (size_t size)
{
    return NULL;
}

now have fun with your nasty pointers =P

I can and will. Just gotta go delete that sucker real quick. =P
* Rayne likes randomly changing his posts because he's an amazingly indecisive bastard.
« Last Edit: December 30, 2008, 11:54:21 PM by Rayne »

Simon

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Re: Half life animation converter
« Reply #12 on: December 30, 2008, 11:54:29 PM »
stdlib may help you, Tux Lover =P (yes there is a sexual innuendo behind that)


Edit:
* Rayne likes randomly changing his posts because he's an amazingly indecisive bastard.

Ohhh, now you start '/me'ing without code inside, you are loosing power
* The Zxeno Prophet take the Deus Ex AI's voice named Helios
Join us, yes; Yes!
We have lived alone, pure, stagnant
We can have more power, if you join us, yes; Yeeesss

* The Zxeno Prophet slap his own face
Ok I think I fantasize too much about being merge with a super AI, pluged into my brain through nano sized machine into my head
« Last Edit: December 31, 2008, 12:16:29 AM by The zxeno prophet »

Leska

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Re: Half life animation converter
« Reply #13 on: December 30, 2008, 11:56:42 PM »
Completely random: I'm still waiting on a foreach keyword. One of the little things I learned to <3 in Lisp. =/

*Generic M$ fanboy calling with added sexual innuendo goes here.*

<3
« Last Edit: December 30, 2008, 11:59:04 PM by Rayne »

James

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Re: Half life animation converter
« Reply #14 on: December 31, 2008, 12:03:42 AM »
Nerds();

Leska

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Re: Half life animation converter
« Reply #15 on: December 31, 2008, 12:06:19 AM »
Nerds();

memset(minuitOpinion, NULL, sizeof(minuitOpinion);
« Last Edit: December 31, 2008, 12:08:10 AM by Rayne »

Simon

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Re: Half life animation converter
« Reply #16 on: December 31, 2008, 12:23:07 AM »
Nerds();

memset(minuitOpinion, NULL, sizeof(minuitOpinion);

free(minuitOpinion);

Atleast it will save some memory space for a more on topic opinion .... oh wait ... shit ....

And I edited my previous post Mr cheap UNIX copycat

Leska

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Re: Half life animation converter
« Reply #17 on: December 31, 2008, 12:31:31 AM »
free(minuitOpinion);

Atleast it will save some memory space for a more on topic opinion .... oh wait ... shit ....

I was working on the assumption that minuitOpinion couldn't be deallocated without some nasty side effects, but we dun caer 'bout dem exceptions in the end anyways.

Rayne: he who derails threads without even meaning to.

Quote
Mr cheap UNIX copycat

:'(

<3

Simon

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Re: Half life animation converter
« Reply #18 on: December 31, 2008, 12:58:04 AM »
free(minuitOpinion);

Atleast it will save some memory space for a more on topic opinion .... oh wait ... shit ....

I was working on the assumption that minuitOpinion couldn't be deallocated without some nasty side effects, but we dun caer 'bout dem exceptions in the end anyways.
You are thinking of a destructor in minuitOpinion type class ?
I can still suround the free() with a try/catch

try
{
    free(minuitOpinion);
}
catch(minuitNeedOpinionException& e)
{
    std::out<<"You got to be kinding me ?";
}
catch(HLCNeedMinuitException& e)
{
    std::out<<"I got spare broom, put it some gloves, fake eyes and a pant it should do the trick";
}

Leska

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Re: Half life animation converter
« Reply #19 on: December 31, 2008, 01:04:43 AM »
You are thinking of a destructor in minuitOpinion type class ?

More along the lines of other bits of random code, whatever the heck they may be, using the information stored at the address of or pointing to minuitOpinion and not liking the memory at that address being freed up so brashly. But alas, this is all non-sensical garbage without any real context, so who cares? :3

Simon

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Re: Half life animation converter
« Reply #20 on: December 31, 2008, 01:15:56 AM »
You are thinking of a destructor in minuitOpinion type class ?

More along the lines of other bits of random code, whatever the heck they may be, using the information stored at the address of or pointing to minuitOpinion and not liking the memory at that address being freed up so brashly. But alas, this is all non-sensical garbage without any real context, so who cares? :3
I do, I've taken the assumption that I (as an object) manage the object pointed by minuitOpinion, so I take care of the delete and the new, but if you (as an object aswell) want to use that object, you have to check by yourself if it still exist or not

Leska

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Re: Half life animation converter
« Reply #21 on: December 31, 2008, 01:19:43 AM »
You are thinking of a destructor in minuitOpinion type class ?

More along the lines of other bits of random code, whatever the heck they may be, using the information stored at the address of or pointing to minuitOpinion and not liking the memory at that address being freed up so brashly. But alas, this is all non-sensical garbage without any real context, so who cares? :3
I do, I've taken the assumption that I (as an object) manage the object pointed by minuitOpinion, so I take care of the delete and the new, but if you (as an object aswell) want to use that object, you have to check by yourself if it still exist or not

True, but at the same time, I'm a cunt and generally prefer to keep stuff around if it's going to be used at a later date and ultimately take up the same amount of memory space. I'd rather just set the entire thing to \0 rather than completely dereference it only to have to grab a new reference to a new minuitOpinion a couple frames later. Stupid? Yeah, but cocks.

Simon

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Re: Half life animation converter
« Reply #22 on: December 31, 2008, 01:30:17 AM »
Stupid? Yeah, but cocks.
Awww come on, what can I reply to that ? How can nerd flame war can live if one side admit is own stupidity, we didn't even break Godwin's law yet;

* Zxeno point a finger at Rayne
SHAME ON YOU, YOU'RE CHEATING !

Leska

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Re: Half life animation converter
« Reply #23 on: December 31, 2008, 01:32:30 AM »
Awww come on, what can I reply to that ? How can nerd flame war can live if one side admit is own stupidity, we didn't even break Godwin's law yet;

* Zxeno point a finger at Rayne
SHAME ON YOU, YOU'RE CHEATING !

Now now, it's not a nerd flame war until you start throwing Java at me. That, or you start spewing out BASIC and I have a brain aneurysm and then come back to haunt you. Besides, I am stupid. ;o

Simon

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Re: Half life animation converter
« Reply #24 on: December 31, 2008, 01:42:46 AM »
Now now, it's not a nerd flame war until you start throwing Java at me. That, or you start spewing out BASIC and I have a brain aneurysm and then come back to haunt you. Besides, I am stupid. ;o

Why not some DarkBASIC while we are on that, no sir I've got a few principle and I stick to them


Btw you don't really have a brain aneurysm ? It was just a joke right ?

Leska

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Re: Half life animation converter
« Reply #25 on: December 31, 2008, 01:44:36 AM »
Btw you don't really have a brain aneurysm ? It was just a joke right ?

Nah, I just get really angry, turn green, and start shouting racial slurs at people.

Simon

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Re: Half life animation converter
« Reply #26 on: December 31, 2008, 01:48:33 AM »
Nah, I just get really angry, turn green, and start shouting racial slurs at people.
Haha, that was a good one. That's enough for today, we already got a page full of stuff that us only can  understand

SPRKH

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Re: Half life animation converter
« Reply #27 on: December 31, 2008, 11:32:06 AM »

Simon

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Re: Half life animation converter
« Reply #28 on: December 31, 2008, 12:28:20 PM »
Image, what do I win?
The scope of the answer is too small, try again =P

SPRKH

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Re: Half life animation converter
« Reply #29 on: December 31, 2008, 12:42:37 PM »
No, you are cheating.