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#1 21/12/09 1:19

EdT
Moderator

Creating new animations (TRAMS) for Oni.

I'm testing the latest version of OniSplit and was able to import a new simple animation into Oni.

Is anyone interested in making new animations?  If so, you will need to get XSI Mod Tools and have the willingness to learn 3D animation.

You will be on the bleeding edge of Oni modding.  big_smile

Let me know and together we can figure it out.

Last edited by EdT (21/12/09 1:19)

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#2 21/12/09 1:26

Gumby
Member

Re: Creating new animations (TRAMS) for Oni.

I would like to, but I shouldn't. I really hope someone will though. smile


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#3 21/12/09 6:13

Iritscen
Moderator

Re: Creating new animations (TRAMS) for Oni.

Yeah, Gumby will be busy soon. ^_^


byproducts are fine, but where's the beef?

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#4 21/12/09 10:34

Loser
Member

Re: Creating new animations (TRAMS) for Oni.

I am interested, I have XSI Mod Tools, I am willing to learn 3D animation.

UNIVERSITY

I think that is clear enough -_-

                                                                                              Loser

EDIT: THIS is what I usually experience when I come home in the evening ^_^

Last edited by Loser (21/12/09 12:17)


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#5 21/12/09 13:09

TOCS
Member

Re: Creating new animations (TRAMS) for Oni.

This sounds very interesting!
Is it possible to show an example?
I've always wanted to learn 3D animations. It just seems as a big subject, which takes years to learn.

Just making a simple walk animation, can take hours. Well that's what I've seen and heard.


T0CS.png

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#6 21/12/09 18:23

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

TOCS: To get you started on the basics of animating in XSI, take a look at this tutorial:
http://www.moddb.com/groups/noesis-inte … l#imagebox

One day, I'll write up an Oni related animation tutorial

Loser: I feel your pain. smile

Last edited by EdT (21/12/09 18:24)

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#7 22/12/09 18:23

Samer
Member

Re: Creating new animations (TRAMS) for Oni.

sure Edt count me in smile but after Jan 23 smile ! tongue


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#8 23/12/09 5:15

demos_kratos
Member

Re: Creating new animations (TRAMS) for Oni.

I might help after I complete Bot Editor. I wonder if MAXON Cinema 4D is OK.


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#9 23/12/09 8:30

Ne4t0
Member

Re: Creating new animations (TRAMS) for Oni.

I might help after I complete my first moster
human is too hard to animate
cinema is a wonderful tool

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#10 2/1/10 0:14

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

Here's a brief overview on creating TRAMs
1 ) Extract as DAE a TRAM you want to modify.
2 ) Import into XSI Mod Tools, using Crosswalk.
3 ) Modify the animation.
4 ) Export the animation as DAE from XSI using Crosswalk.
5 ) Extract the original TRAM as XML file.
6 ) Edit the XML file.
   a) Add the this code before the <Lookup> tag
      <DaeImport>
            <Path>crouch_bk.dae</Path>
            <Start>0</Start>
            <End>49</End>
        </DaeImport>
   b) Remove the following tags and their data from the XML
      <Heights>, <Velocities>, <Rotations>, <PositionOffset> and <Positions>
      (OniSplit will get this information from the DAE you created)
7 ) Convert the XML into .oni file. 
8 ) Import the TRAM into Oni, using a package or plug-on.
9 ) Test the modified TRAM in the game.

Some Tips:

1) To view the model clearly, select "Headlight" in the display options (This is the drop down menu where you can select how the model is displayed: Wireframe, Shaded, Textured, etc)

2) You will need to set the framerate to 60 fps to match Oni. Go to File\ Preferences\ Output Format
Under the Update PlayControl section set the following
Frame Format: Custom framerate
Frame Rate 60

3) If you get odd rotations where a body part is rotating in the wrong direction, select the part, go to the popup menu under the timeline called "Animation" select the option "Make Rotation Keys Continuous"

4) A handy tool in editing keyframes in the DopeSheet (View\ Animations\ DopeSheet.  By first selecting the body part, then the DopeSheet, you can see the locations of all the keyframes for that part (You can also select multiple parts).  Further you can move, copy and paste keyframes.

5) To have smooth transitions between animations, you will need to modify the following tag in the XML file:
     <Interpolation>
            <End>65535</End>
            <Max>65535</Max>
     </Interpolation>
Enter a value between 5 to 10 in the <End> tag.

6) An extracted TRAM as DAE has to be in the TRAC for the character.  For example, if you wanted to extract TRAMREDCOMpunch_heavy with the character Konoko, it would not work, since Konoko's TRAC does not contain that TRAM.  There are 2 work arounds. First modify the TRAC and add that TRAM.  Second, rename TRAMREDCOMpunch_heavy.oni to an existing TRAM of Konoko's, perhaps TRAMKONCOMpunch_heavy.oni.  But you will have to temporarily remove the original TRAM first.

You will need the latest version of OniSplit.  PM me if you want a copy or you can wait until the next AE is released.

Last edited by EdT (24/1/10 1:03)

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#11 24/1/10 17:17

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

Brief walk through on modifying a TRAM

Let's say you want to add more movement in the Fury's first punch, here's how:

First extract TRAMREDCOMcomb_p as DAE (using OniSplit GUI)
OSGUI.jpg

Import the DAE into XSI Mod Tools, using Crosswalk.

Select all the body parts, then open the DopeSheet:
XSI1.jpg

Currently the TRAM has 10 frames. We want more, select frames 2 to 10 and move them over 8 frames or so.
XSI2.jpg

Now at frame 6 I moved the chest, head, left bicep and wrist to the position I wanted:
XSI4.jpg
(Note: In the timeline at the bottom I changed the number of frames to 18)

For each part I clicked on the key icon to make a keyframe:
XSI3.jpg

I saved the scene then exported comb_p as Collada using Crosswalk.

Next I extracted TRAMREDCOMcomb_p as XML.  Added the tag <DAEImport> before the <Lookup> tag.  (Note the Start and End tags will be implemented in a later version of OniSplit.  This feature will allow you to select which frames to include.  Currently, the default is all)

    <Animation>
        <DaeImport>
            <Path>comb_p.dae</Path>
            <Start>0</Start>
            <End>18</End>
        </DaeImport>
        <Lookup>

Removed the tags <Heights>, <Velocities>, <Rotations>, <PositionOffset>, <Positions> and their data from the XML.

Since this is a combat move, I need to modify the <Attack> data. The original data was:
<Start>7</Start>
<End>8</End>

The <Attack> shows which frames are used to determine damage.  Since I added more frames, the data was adjusted to:
<Start>16</Start>
<End>17</End>

You can modify the effects of the attack in this section.

I converted the file TRAMREDCOMcomb_p.xml to .oni file, again using OniSplit GUI.  Created a package for the modified TRAM and installed it using AEInstaller.

Now I have a Fury, who pulls her arm back before punching. big_smile

Last edited by EdT (24/1/10 17:19)

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#12 24/1/10 20:52

Iritscen
Moderator

Re: Creating new animations (TRAMS) for Oni.

Cool, thanks EdT!  You're getting to be a real pro at tutorials.  big_smile


byproducts are fine, but where's the beef?

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#13 25/1/10 5:10

Samer
Member

Re: Creating new animations (TRAMS) for Oni.

Great as usual EdT smile ... I can't wait to try this ...


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#14 25/1/10 10:26

demos_kratos
Member

Re: Creating new animations (TRAMS) for Oni.

I hope that Harry assigned an int16 data type or higher for karma table coz soon Ed's karma gonna blow up. smile

BTW didn't Neo allow you to make that OniSplit public? Then why didn't you upload that new OSP to your oni2?


Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.

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#15 25/1/10 17:04

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

Here's a new escape move I'm working on:
http://www.youtube.com/watch?v=n2Y62vSbcpI

So now Motoko will have 4 unique escape moves.

To make this animation, I started with TRAMKONOKOjump_crouch, I added the combat idle pose to the beginning and end of the animation.  I made a a couple of keyframes with Motoko at the top of her jump as seen here:

XSI5.jpg

In the original TRAM, Motoko rotated on her pelvis at the same location and height.  So I moved the position of the pelvis to make it look like she was falling forward as she was making the flip.

demos_kratos: I don't think I have an official release.  When its official, Neo, usually posts it on the wiki.

Last edited by EdT (25/1/10 20:34)

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#16 25/1/10 22:03

Gumby
Member

Re: Creating new animations (TRAMS) for Oni.

You might want to give it more of a parabolic arc for the heights. Right now she kind of defies gravity at the top of the jump


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#17 25/1/10 22:22

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

Gumby: I did say it is work in progress smile

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#18 26/1/10 3:37

Gumby
Member

Re: Creating new animations (TRAMS) for Oni.

I know. It was constructive critisism. smile


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#19 26/1/10 16:01

Samer
Member

Re: Creating new animations (TRAMS) for Oni.

Edt that looks really good smile 

I have a suggestion tongue which is kinda unrelated ... but when u take the vids maybe u could turn the "carousel" cheat on so the movement is slower and we can see it more clearly ?

right now it's showing too fast to fully appreciate the movement

and thanks for the tutorials smile

btw have u ever noticed konoko's running back kick ? it can make an awesome escape move too smile and muro's running forward kick for a jump landing.

Last edited by Samer (26/1/10 16:03)


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#20 26/1/10 19:22

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

Samer: If I show the new TRAMs in slow motion, then, you will see how poorly they are done! smile  I don't really have the correct transitions between the movements or the details in the movements.

Yes, editing  TRAMs in XSI can give us more moves. 

Were you able to get XSI working?

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#21 30/1/10 5:35

love_Oni
Member

Re: Creating new animations (TRAMS) for Oni.

@EdT: Is that Motoko's new front escape move? I know your plan is to make her roll overhead the opponent, but I think she will still stuck in front of her opponent, because, as you see, her shadow still didn't disappear.


The Boy Who Knew Too Much tongue

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#22 30/1/10 9:39

Samer
Member

Re: Creating new animations (TRAMS) for Oni.

I kinda agree with love_Oni . a move like the backward flip but for the front would be more fitting and easier in game play ... I find it hard to get used to the idea of a jump when I'm expecting a role and it takes much more time than a roll or a cartwheel.

I do however like the idea of her jumping over an opponent which she still can do with the normal jump flip,  also ... if it can be made into a running throw ! she runs over to her apponent jumps over them ... has anyone played Prince of Persia ? the way he runs and flips over the enemies becomes behind them and then maybe kick them or strangle them big_smile tongue


but as EdT said this is all experimental .. and It's important to experiment with all different kinds of new moves and ideas ... I still find it REALLY amazing that we are actually able to put new moves into the game now  !! ... the possibilities are endless big_smile


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#23 30/1/10 12:05

EdT
Moderator

Re: Creating new animations (TRAMS) for Oni.

love_Oni:  You are quite observant, but, you will be able to jump over the opponent with the forward escape move.  However, since it is not a "real" jump, you cannot go over any obstacles.

Samer: "it takes much more time than a roll or a cartwheel." One frame longer smile  The forward escape move has 50 frames and the cartwheel and backflip have 49 frames of animation. Since Oni is based on 60FPS, the forward escape move take 1/60 sec longer, hardly "much more time" tongue

Actually, I was thinking of something like that, when Motoko lands behind them, executing some form of kick.  But instead of an escape move it would be a kick move.

With these experimental moves, I'm hoping to inspire others to try out 3D animation.  Its not too hard, this is my first time learning how to animate.  So the animations have flaws, the timing might be off, etc, but its a learning experience.  And I am not spending countless hours on modding, real life comes first, but when I have spare time, I can relax and mod Oni.

So love_Oni, even if you have a couple hours a week for Oni, take that time and have fun modding Oni.

Samer: I can't wait to see what kind of moves you will come up with.

Finally, don't compare our attempts of animation to what's in Oni.  They were done by professional animators and the ones in the game were the best out of their work. But just have fun modding and maybe one day we can get to their level. big_smile

Last edited by EdT (30/1/10 12:48)

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#24 30/1/10 14:26

Samer
Member

Re: Creating new animations (TRAMS) for Oni.

haha :$ I swear it felt longer tongue :$ I should have checked my info.

and I think the moves are already brilliant big_smile and I bet it took you less time to do this and learn it by urself, may I add, then it would have taken the professional animators smile  ...

also we don't have to be perfectionists tongue u said the moves would look poorly done if seen on slow motion .. I didn't think so when i saw them smile

I really want to start working on animations but I feel if I do ... that I'd lose interest in making models and be focused on animations ... therefore I'm trying to finish the models for the various character project then after that embark on animations and maybe give the new models new animations big_smile !


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#25 30/1/10 14:41

Iritscen
Moderator

Re: Creating new animations (TRAMS) for Oni.

I should mention here that pulling off BGI will probably require a few custom animations.  I can't be more specific until the story is done (which comes after this AE release), but if we have a few modders who have already gotten some experience in animating by the time BGI gets going, it would work out well.  Anyway, we're probably talking a month or two from now.


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