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3d Custom Character Animation Using Movenow


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#1 dmitko

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Posted 14 September 2007 - 08:16 AM

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Now GM6 with detailed comments!

Very often people started to ask question about 3D animation. How to animate this and that. So, this is why I decided to make this example. It shows how to animate your own 3D model using MoveNow and Anim8or (or any other software to edit 3D models). For this purpose you have to have some basic skills in 3D modelling.

How to make my 3D character animation?
Step by step

1. You need to have a 3D model you want to animate
2. You have to use Anim8or or another software to take the model apart. You have to separate every part of the body of your model. Such as head, body, uparms, forearms, wrists, thigs, shins and feet.
3. See the model positioning of every body part model from the models in the example and follow them. For example, if you have to correct the position of the head, see the position of the head in the example and place you head model in the same position.
4. In the folder of the example replace my models with your own. Or you can also edit the mn_set script.
5. Start MoveNow. Now you have to create the skeleton. You will have to try again and again untill you fit the the skeleton with body parts models. You have to make itso that your model is one whole character.
6. Make the animation sequences with MoveNow.
7. For the different animations when an action is performed by the player, see how I made the attacking and how I made the animation there. In obj_player.


Screenshot:
Posted Image

Download the Example
Download MoveNow
Download MoveNow Vista compatible (provided by eafg2)
Download MoveNow Manual
Download Anim8or

Mirror Download provided by briantrlov

If someone uses this example, please give credit to percsich.hu, who created MoveNow! and of course you could put me too if you like.



Krisando's Animation (Human Figure)

The animations include walking, running, jumping (funny). And all the animations are saved so you can learn from them and edit. When you stand still he moves when he breathes. This is a model from my game Pure Action CTF. The animations are made by Krisando.

Krisando's Move Now Example (Human Figure) Includes:
-Edited Manual
-Move Now
-Gmk Example
-Models/Animations
Download Example 1.65mb



EDIT

HERE ARE THE NEW LINKS, GIVEN BY briantrlov:

Krisando's Example
Robot Example
Manual

Edited by dmitko, 26 November 2009 - 05:23 PM.

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#2 Spartan117John

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Posted 14 September 2007 - 12:15 PM

Alright! I got first post.

Sweet example! I'm sure this will help many people!

I don't think you mentioned that the user needs to load the MoveNow scripts into their game, though. That's kind of important! :medieval:

Other than that, I think it's great! Good job! :medieval:
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#3 Tepi

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Posted 14 September 2007 - 12:43 PM

this is exactly, what I've been doing! I really didn't think that it could be so hard for others to understand!
a very helpful tutorial. now I know what to tell, when somebody claims that models couldn't be used with Movenow! :medieval:
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#4 dmitko

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Posted 15 September 2007 - 08:11 PM

Honestly said, I expected more replies. :mellow:
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#5 daz

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Posted 15 September 2007 - 08:16 PM

Movenow just got killed by persich; no more download or anything
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#6 Tepi

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Posted 15 September 2007 - 08:19 PM

Movenow just got killed by persich; no more download or anything

<{POST_SNAPBACK}>

EVERYTHING is killed by him! this is a disaster!
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#7 mindbreaker

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Posted 15 September 2007 - 08:21 PM

Honestly said, I expected more replies. sad.gif

a lot of people did it allready this way (or something like it )
your just the first one to post it :mellow:
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#8 daz

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Posted 15 September 2007 - 08:24 PM

Could movenow ever animate your own models? If it could can someone put it up for download?

Here's Marzi if anyone wants :mellow: (latest version; 5.8)
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Edited by daz, 15 September 2007 - 08:36 PM.

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#9 mindbreaker

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Posted 15 September 2007 - 08:41 PM

Could movenow ever animate your own models?

no, movenow itself coudn't ..
but you could use the sceleton of movenow in gm but with other models (what this topic is about :mellow: )
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#10 Joysurrender

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Posted 19 September 2007 - 11:39 AM

This is awesome. 9.5/10
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#11 wingedwolf

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Posted 19 September 2007 - 04:49 PM

i tried to do this (a serious need), but i had problems with textures... can you upload somewhere else? i can't open the link :(
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#12 them4n!ac

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Posted 19 September 2007 - 04:55 PM

i tried to do this (a serious need), but i had problems with textures... can you upload somewhere else? i can't open the link :(

<{POST_SNAPBACK}>

i could host that somewhere else!
anyway, i don't use this example, but i splitted my model into 2 parts and left the boxy legs because...
1. it's a first person shooter
2. i don't need low fps! (drawprimitive function is expensive, and GM is written in delphi... so...
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#13 daz

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Posted 19 September 2007 - 08:10 PM

So..this is as simple as replacing our own model parts with yours? o_O? Or do we need to do something ourselves in movenow? (btw found download ;P) Anyways I'd also like to know how you did this in movenow..did you just animate his model and then replace your own with his? If the above is somewhat true could we basically replace the mn file or w/e it is by making our own animation and changing the code to load like my_new_anim.mn?
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#14 joeydenhaag

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Posted 19 September 2007 - 09:00 PM

Awesome!.!,

but 1 problem...

if i start the Gm file it says:

ERROR in
action number 1
of Create Event
for object obj_player:

Error reading byte.


pls help! :(

but the .exe= 9.5/10!!:P
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#15 Jux

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Posted 19 September 2007 - 11:41 PM

For some reason the d3d_model_load_external script works fine on your example, but when I copied it into my game my model turned out all disfigured, and the texture wasn't on it, it was just black. Here's how I set the variables,

global.mod_body01 = d3d_model_create();
d3d_model_load_ext(global.mod_body01,'models/body/body01.obj',false,true,5);
global.tex_body01 = sgt(load_image('models/body/body01.bmp',false,false));

I wrote the load_image script and I don't think it's the problem because it works with everything else, but here it is,

//argument0 - file directory
//argument1 - transparent?
//argument2 - have alpha map?
//argument3 - alpha map directory

transparent = argument1;
alpha_map = argument2;
file_tex = argument0;
img_tex = sprite_add(file_tex,0,true,transparent,false,true,0,0);
sprite_set_offset(img_tex,sprite_get_width(img_tex)/2,sprite_get_height(img_tex)/2);

if alpha_map = true
{
 file_alpha = argument3;
 img_alpha = sprite_add(file_alpha,0,true,false,true,true,0,0);
 sprite_set_alpha_from_sprite(img_tex,img_alpha);
}

return(img_tex);

Also, when my game loads, it gives an error that says, Error in function real(), I just click abort but the game still goes and it shows up like I said.

EDIT: Ok, I tried to see if it was my model, so I took one of your models and put it in my game, and it worked. What do you use to convert your model with, because I used to just export to .obj from Anim8or and convert it again to .obj with UVMapper.

EDIT2: I figured it out, Marzipan :( . Nice example.

Edited by Jux, 20 September 2007 - 12:46 AM.

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#16 Bocophobic

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Posted 20 September 2007 - 02:03 AM

Awesome example here, I need to do some reworking on my game to get it to work using Move Now... however I have a question... I'm having issues using Move Now to create animations. I can't seem to figure out how to use the dagum program to add keyframes... I can only make single positions and haven't discovered the secrets of changing the various frames on it... Please PM me if you can for a quick run through on how to use this program? Thanks a lot.
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#17 daz

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Posted 20 September 2007 - 02:15 AM

I would also like to know how easy it is to make new animations once you separate your model; cause marzipan can also add animations but requires you to make all the frames of animation yourself
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#18 Bocophobic

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Posted 20 September 2007 - 05:45 AM

I could really benefit if someone uploaded the manual or something... is this program broken or something? I can't add any keyframes to the animations... It's getting pretty frustrating. <_<
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#19 dmitko

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Posted 20 September 2007 - 08:14 AM

Now I added a link to the MoveNow Manual. You can learn how to animate by reading it. It is written by percsich.hu.
In the previous post I also added a link to MoveNow which is again created by percsich.hu.

See post#1.
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#20 wingedwolf

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Posted 20 September 2007 - 01:32 PM

better add a mirror.
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