Character animation frame counts

This is the place to discuss all issues relating to the manipulation of graphics/animations, sounds, music and cinematics within Diablo 2.

Moderators: Nefarius, Necrolis

Post Reply

0
No votes
 
Total votes: 0

User avatar
Medoway
Posts: 12
Joined: Sat Jun 14, 2008 11:00 am
Location: England

Character animation frame counts

Post by Medoway » Tue Sep 12, 2017 1:06 pm

Not wanting to get anyone's hopes up (as has happened in the past), but if a person was to say, have a 3d model setup correctly with all (I think) relevant animations for creating a brand new character token from scratch, plus a isometric render-rig setup for it in blender... what would be the ideal frame counts for the animations? Are there ideal frame counts?
The reason I ask relates to whether I should simply copy those from an existing player character for a direct swap; or is there a good "default" set of frame counts to use which would work nicely with things like IAS?

The blender side of things is sound, I have successfully created a direct replacement for a single layer monster by this method.

I know this is vague, but there is nothing worse than having a hint of something good which then sinks without trace (says a man with experience with the keep!)

Thanks in advance,
Medoway

(btw, for those wondering, the weapons/armors etc. would be different so it would only work within it's own mod context rather than generically across d2)

User avatar
k0r3l1k
Dark Alliance Beta Test
Angel
Posts: 602
Joined: Sun Sep 09, 2007 3:11 am
Location: Arizona, Prescott
United States of America

Re: Character animation frame counts

Post by k0r3l1k » Tue Sep 12, 2017 3:29 pm

When I designed my own character classes, I just used my own frame counts without really relying on what was already there and it turned out pretty good.

I've long since lost the files so I cant show you the result.

I'd say animate it however it looks best and make sure you update animdata.
Image

User avatar
jetaman
Junior Member
Champion of the Light
Posts: 259
Joined: Sat Jul 18, 2015 7:00 pm
Location: Ukraine
Ukraine

Hand-picked

Re: Character animation frame counts

Post by jetaman » Tue Sep 12, 2017 7:58 pm

Hey guys. I have also tried to create my own multi-layer character animation. I tried to match the frame counts of vanilla character, and replace the existing chars.
Look at this

User avatar
Medoway
Posts: 12
Joined: Sat Jun 14, 2008 11:00 am
Location: England

Re: Character animation frame counts

Post by Medoway » Thu Sep 14, 2017 2:21 pm

Thanks for the replies guys. Going to work on this at the weekend, probably trying to match up to the assassin frame counts as it at least gives me a starting point (and potential to do a direct replacement).

User avatar
k0r3l1k
Dark Alliance Beta Test
Angel
Posts: 602
Joined: Sun Sep 09, 2007 3:11 am
Location: Arizona, Prescott
United States of America

Re: Character animation frame counts

Post by k0r3l1k » Thu Sep 14, 2017 3:50 pm

8-O nice work jetaman.
Image

User avatar
jetaman
Junior Member
Champion of the Light
Posts: 259
Joined: Sat Jul 18, 2015 7:00 pm
Location: Ukraine
Ukraine

Hand-picked

Re: Character animation frame counts

Post by jetaman » Thu Sep 14, 2017 6:44 pm

Are you a 3d modeller? Can you animate skeletons or you use ripped ones?

User avatar
k0r3l1k
Dark Alliance Beta Test
Angel
Posts: 602
Joined: Sun Sep 09, 2007 3:11 am
Location: Arizona, Prescott
United States of America

Re: Character animation frame counts

Post by k0r3l1k » Thu Sep 14, 2017 8:17 pm

Personally I have dabbled with 3d art but not a lot. Just enough to get a rudimentary model that I could import, though it turned out better than expected.
Image

Post Reply

Return to “Multimedia”