Showing posts with label skeleton. Show all posts
Showing posts with label skeleton. Show all posts

Friday, 11 February 2011

Skeletons Update

Just a quick note to update you keen modders on the release of the Moviestorm skeletons...

For the people that have registered their interest in joining the Beta program for the skeletons (for want of a better phrase), we sent out a short email explaining why the release has been slightly delayed. Basically, we've recorded a few tutorials using Camtasia screen grab software that show how we use the data here at Moviestorm, to try and give you guys as much of a head start as possible. We're now at the stage where all this stuff has been recorded (with nice voice-overs, explaining the processes), but the file sizes for the videos are huge (many gigabytes)! So, a little re-packing is required, then we'll get the pack put together and ready to go out, in a more manageable bundle.

For our first group of users, we already have more than enough requests. But don't let that stop you, just drop us an email at art.team@moviestorm.co.uk if you are interested in getting hold of the skeletons, and we'll keep your contact details on record for the next round of releases, which will hopefully become more and more user-friendly as the pioneers point out the flaws in the export processes.

Tuesday, 1 February 2011

Beta testers needed for skeleton modding

At long last, we've got the skeleton data ready to ship out. Before we put it on general release, we're looking for 5 or 6 experienced modders to check it through and make sure it all works OK in a modding environment.

What we're asking of our beta crew is this:
  • You'll need a copy of 3DS Max 2008 (or above) with a cal3D exporter. Earlier versions of Max will not open the files.
  • You've had some experience with animating, skinning and creating meshes.
  • Don't share the actual data with anyone until we give you the go-ahead. You can release mods you make with it, though - making sure other people can use them is a critical part of the testing!
  • Talk to each other and try to sort out as much as you can before asking the dev team for help. We'll create a dedicated forum where you can discuss the skeletons, and we'll look in from time to time and give advice where it's most needed.
  • Be prepared to assist other modders when we make the data public: either help out in the forums or make some tutorials.
To register your interest in being part of the beta crew, please email art.team@moviestorm.co.uk. Numbers will initially be very limited. We'd like initial feedback from you in the next few weeks, so if you're not going to have time to look at this any time soon, please don't take a spot that someone else could use.

Monday, 31 January 2011

Bare bones...

This came in from Chris this morning.

"I have stripped the Male and Female base files to a minimum state and put them on [the server]."


They need a quick check over from Ben & Amos before we sign them off, and then we'll be able to release the Moviestorm skeletons to the modding community. With luck, that'll be some time this week, but no absolutely guarantees.


They'll be unsupported and undocumented, but we're sure that some of the more enterprising modders will find ways to make them work and do some weird and wonderful stuff with them.



Thursday, 17 June 2010

The hip bone's connected to the what?

Following yesterday's blog post featuring log entries the changes to the main codebase, here's one that will intrigue a few of you:
  • Revision 24026 Committed by dave: - Fixed new symmetric female01 skeleton remapped female01 anims for symmetrized skeleton
As we mentioned in the forums this weekend, we've been going back and re-examining some of our design decisions from three or so years ago with respect to the way Moviestorm characters are constructed. We've found ourselves loading more and more onto the characters, and we now expect them to walk, use a prop, look at something, have a facial expression, speak, and gesture, all at the same time. And look good while doing it. And do it all in real time. And while retaining some measure of acceptable performance.

Now we're asking our characters to have morphing faces as well, so every facial animation and texture has to be adjusted to fit the final shape. We're looking at more extreme morphs than we've had before, so we have to be very conscious of the extent to which that distorts both the animations and the actual characters.

Our existing facial structure simply wasn't up to the job, for all sorts of reasons, so we decided to rebuild the heads. While we were looking at that, we spotted that the eyes were very slightly asymmetrical, and nobody had actually noticed that before. That's one of the reasons the facial expressions always looked a bit odd. So we've changed that, and the new faces should look much better. As Dave put it, "it's amazing how a small mistake early in the project comes back to haunt you years later."

Since we were messing with bones anyway, we figured out we might as well do the bodies. That way, when we get round to looking at body morphs*, we shouldn't have to go through all this again. So Chris has created a new skeleton, and the team are now figuring out a way to make all the existing animations and costumes compatible with it. We really, really don't want to have to rebuild every single animation and costume!

Hopefully you won't see any difference at all when the new skeletons eventually replace the current ones. Everything will just work exactly the same as it did before. However, this is important groundwork for several things we're planning later.

For those of you who've been impatient for us to release skeleton schematics, this is one of the reasons we've held off for the last couple of months. Once the new ones are in, working, and fully tested, then we'll see about letting you guys have a go.

I'm also intrigued by this one:
  • Revision 24021 Committed by julian_gold: - Tarted up textrenderer interface so i can do some cooler textbased stuff in crv. (Cutting Room View)
That could signify some neat new titling options, perhaps?

* Don't hold your breath. Even if we started looking at them right after MS 1.3.1, actually releasing body morphs will still be some way off. It's a big job.
** That's definitely not going to be this side of MS 1.3.1. I'd say after 1.3.2 at the earliest.