[Weapon] War Hammer [final release] updated 1/16/13
[Weapon] War Hammer [final release] updated 1/16/13
this is the finished product for the war hammer.
please leave any changes or advice on the hammer as a comment and i will work on as soon as i can.
update 1/16/13: fixed the one handed problem. turner now uses both hands when fighting with the hammer.
download link: video link:
http://www.youtube.com/watch?v=auIdlF-FLU4
please leave any changes or advice on the hammer as a comment and i will work on as soon as i can.
update 1/16/13: fixed the one handed problem. turner now uses both hands when fighting with the hammer.
download link: video link:
http://www.youtube.com/watch?v=auIdlF-FLU4
Last edited by samjb1992 on Wed Jan 16, 2013 1:39 pm, edited 1 time in total.
Re: [Weapon] War Hammer [final release]
1st attack - Kind of odd how he uses one hand to strike.
2nd attack - He stabs the hammer through the enemy like a sword. ???
3rd attack - Isn't that the same as the 2nd?
Also, blood is splashing out from a blunt weapon, and when attacking, the character holds it with one hand, but when he's not, he's holding two hands. That's not very sensible.
To fix having blood splashing out, you need to delete certain lines in your attack .xml's.
Here's a bloodless version of the stab:
I deleted the lines
And
And also set <flesh_unblockable> to false, allowing the character to block it.
2nd attack - He stabs the hammer through the enemy like a sword. ???
3rd attack - Isn't that the same as the 2nd?
Also, blood is splashing out from a blunt weapon, and when attacking, the character holds it with one hand, but when he's not, he's holding two hands. That's not very sensible.
To fix having blood splashing out, you need to delete certain lines in your attack .xml's.
Here's a bloodless version of the stab:
Code: Select all
<?xml version="1.0" ?>
<attack>
<animations unblocked = "Data/Custom/samjb1992/war_hammer/Animations/hammer_stab_attack.anm"
blocked = "Data/Animations/r_spearstabblocked.anm"/>
<flags height = "medium"
direction = "front"
swap_stance = "false"
swap_stance_blocked = "false"
mobile = "true"
flesh_unblockable = "false"/>
<reaction>Data/Attacks/reaction_medfront.xml</reaction>
<impact_dir x="0.0" y="0.0" z="1.0"/>
<block_damage min="0.5" max="0.7"/>
<damage min="2.0" max="3.1"/>
<force val="20000"/>
</attack>Code: Select all
<materialevent></materialevent>
<stab_dir type="heavy" x="0.0" y="1.0" z="0.0"/>Code: Select all
<sharp_damage min="2.3" max="3.8"/>Re: [Weapon] War Hammer [final release]
first i he uses one hand to strike because that is the way the animations were set up in the file and when i tried to use both hands i got mixed results. then the blood was not a mistake, i wanted blood because it is my equivalent to braking a skull open or other body part. then the stabbing through was a miss judgment on my part of of long the hammer was when making animations.Timbles wrote:1st attack - Kind of odd how he uses one hand to strike.
2nd attack - He stabs the hammer through the enemy like a sword. ???
3rd attack - Isn't that the same as the 2nd?
Also, blood is splashing out from a blunt weapon, and when attacking, the character holds it with one hand, but when he's not, he's holding two hands. That's not very sensible.
To fix having blood splashing out, you need to delete certain lines in your attack .xml's.
Here's a bloodless version of the stab:
I deleted the linesCode: Select all
<?xml version="1.0" ?> <attack> <animations unblocked = "Data/Custom/samjb1992/war_hammer/Animations/hammer_stab_attack.anm" blocked = "Data/Animations/r_spearstabblocked.anm"/> <flags height = "medium" direction = "front" swap_stance = "false" swap_stance_blocked = "false" mobile = "true" flesh_unblockable = "false"/> <reaction>Data/Attacks/reaction_medfront.xml</reaction> <impact_dir x="0.0" y="0.0" z="1.0"/> <block_damage min="0.5" max="0.7"/> <damage min="2.0" max="3.1"/> <force val="20000"/> </attack>AndCode: Select all
<materialevent></materialevent> <stab_dir type="heavy" x="0.0" y="1.0" z="0.0"/>
And also set <flesh_unblockable> to false, allowing the character to block it.Code: Select all
<sharp_damage min="2.3" max="3.8"/>
oh and i have been doing this awhile so please do not explain to me how an xml file works when i have i already know, i take it as an insult to my intelligence. the third is not the same as the second (i might have missed placed the text in the video).
Re: [Weapon] War Hammer [final release]
It is not only info to you, but it might be good for other people seeing the post. But otherwise, I just thought that suddenly switching from two-handed to one-handed for a huge war hammer just looked weird.
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Advance123
- Posts: 121
- Joined: Sun Apr 15, 2012 8:02 am
- Location: Paisley, Scotland
Re: [Weapon] War Hammer [final release]
I don't think switching from two-handed to one-handed for a single attack in and of itself is that weird; you'd be using the momentum from your body to make the attack quicker and stronger. The problem is that you'd stagger and have to recover and unfortunately, I don't think Overgrowth has code for recovery animations after attacks, especially not for attacks that big. That's why it looks weird in this case. If you could animate him maybe taking a step back then putting the weapon back in both hands instead of it looking like the attack was nothing and moving it back quickly, then it'd be much better, but I don't know how possible that is.
The animations and weapon look alright, though.
The animations and weapon look alright, though.
Re: [Weapon] War Hammer [final release]
Timbles:Timbles wrote:It is not only info to you, but it might be good for other people seeing the post. But otherwise, I just thought that suddenly switching from two-handed to one-handed for a huge war hammer just looked weird.
i see your point on the xml part of your comment, it is a good idea to show how to change these things for others. i do not agree how ever on the "two handed to one handed" part 100 percent. he uses one hand as "advance123" said for a quicker attack and uses the momentum to do it.
Advance123:
i will work on making turner stager a little as part of the actual attack animation and see how that looks.
and thank you both for the helpful input, i will look at my animations and edit them so they look a little more realistic.
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Macrauchenia
- Posts: 281
- Joined: Mon Dec 05, 2011 9:11 pm
- Location: Northern Colorado
Re: [Weapon] War Hammer [final release]
I agree the animations look a little wonky, but the weapon is pretty cool. Looks brutal. 
Re: [Weapon] War Hammer [final release]
i am working on some tweaked animations. though what is funky about the animations to you (just so i have an idea of what all needs to be tweaked)?Macrauchenia wrote:I agree the animations look a little wonky, but the weapon is pretty cool. Looks brutal.
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Macrauchenia
- Posts: 281
- Joined: Mon Dec 05, 2011 9:11 pm
- Location: Northern Colorado
Re: [Weapon] War Hammer [final release]
It seems when the weapon makes it's impact there isn't any force behind it particularly. Maybe make more of a "windup" animation before the impact.
Re: [Weapon] War Hammer [final release]
Have you looked up any animation principles? Those can help a lot.
For example, anticipation, arcs and readable keyposes are a really good help in planning an attack animation.
https://www.cs.washington.edu/education ... iples.html
For example, anticipation, arcs and readable keyposes are a really good help in planning an attack animation.
https://www.cs.washington.edu/education ... iples.html
Re: [Weapon] War Hammer [final release]
first off thank you for the help. second i did a lot more research on blender its self and found out that a the attack event key frame in the blend file is what cause overgrowth in this instance to know the attack does damage and does this damage when when this key frame is reached in the animation. so i moved it back in the time line and the animation i made looks and works way better. check out this video i made in my turners secret moves topic the newest vid shows the new attack working much better.Endoperez wrote:Have you looked up any animation principles? Those can help a lot.
For example, anticipation, arcs and readable keyposes are a really good help in planning an attack animation.
https://www.cs.washington.edu/education ... iples.html
topic: viewtopic.php?f=16&t=17351
also i fixed the one handed thing. he now uses both hands when using the hammer to fight.