Author Topic: Freespace Animation  (Read 4917 times)

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Offline deathfun

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  • Hey man. Peace. *Car hits them* Frakking hippies
For the past two months, I've been learning the ways of Maya. Not long ago, I decided to take a spin at a remodel of the Ulysses (in my own image, not polygon for polygon replica). Now, given how much I enjoyed doing that, I figured I may as well continue this trend as part of my portfolio (for the fulltime course).

So, what better place to ask for ideas than here right? Afterall, this community is all about the game, and your input would be highly appreciated

So yes, ideas for an animation with Freespace as it's main subject.

My initial was to have a single mission starting from briefing, to bitter end (thus incorporating character modeling, environments and props). However, I haven't really thought about much else (IE, what happens, what ships, which factions, story)

And yes you will be credited

"No"

 

Offline Retsof

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Do the "I can live with being a pawn if the game makes sense!" mission.
:::PROUD VASUDAN RIGHTS SUPPORTER:::

"Get off my forum" -General Battuta
I can't help but hear a shotgun cocking with this.

 

Offline mjn.mixael

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Um... I would steer clear of anything with characters. They take WAY longer than you probably think... and that's coming from someone with years of experience modelling.

And after you model them, you have to rig them.. which is a whole new ballgame. It's almost worse than UVing. If you don't have a solid rig.. then animation is going to be really hard. You'll also need to make facial morph targets for speech which is no picnic. You'll notice that almost every character in FS cutscenes either faces away from the camera or has their mouth covered with the exception being the FS1 intro.  :lol: EDIT: And the briefing.

I don't want to discourage the idea.. but I think you may not entirely realize the work that comes with character modelling and animation.
« Last Edit: September 03, 2011, 09:42:54 am by mjn.mixael »
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Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline -Norbert-

  • 211
Wasn't there someone who planned to do something similar and do the characters in the source engine and then edit the FS2 and source scenes together with vidoe tools?
Unfortunately I forgot the term used, so I can't search for the thread.

 

Offline LoneKnight

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So are you adding your new art to the FS engine, or essentially remaking the engines assets to create an animation of a level in Freespace?

My advice, start off simple. And use polycount.com for issues in Maya. I use them whenever I need help or advice with my artwork.
Burning Heaven

 

Offline mjn.mixael

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Wasn't there someone who planned to do something similar and do the characters in the source engine and then edit the FS2 and source scenes together with vidoe tools?
Unfortunately I forgot the term used, so I can't search for the thread.

Are you thinking of me? I've been remaking the FS1 and FS2 cutscenes... I've got a good number of the character models finished and a few rigged.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline -Norbert-

  • 211
Nope, someone wanted to tell a story as a video made from FS2 ingame cutscenes, so to say.

And I wouldn't have forgotten the term "cutscene" or the high quality of the cutscenes you already finished (and the fact that hardly anyone can play the 1080p ingame, though they rock in external players ;) ).

But now I remembered the term: It was "machinima" and here are the links http://www.hard-light.net/forums/index.php?topic=75220.msg1489663#msg1489663 http://www.hard-light.net/forums/index.php?topic=75280.msg1490304#msg1490304 , though I remembered wrong about the source part. He never said that, but it was mentioned in conjunction to clear skies (a similar project with for Eve with source used for characters).

Either way the point still stands. You could make the character scenes with some other game and then use video tools to put them together with the FS2 scenes. While I have no idea what tools to use, clear skies shows it's possible... somehow (though with Eve online instead of FS2 apperently).

 

Offline deathfun

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  • Hey man. Peace. *Car hits them* Frakking hippies
Um... I would steer clear of anything with characters. They take WAY longer than you probably think... and that's coming from someone with years of experience modelling.

And after you model them, you have to rig them.. which is a whole new ballgame. It's almost worse than UVing. If you don't have a solid rig.. then animation is going to be really hard. You'll also need to make facial morph targets for speech which is no picnic. You'll notice that almost every character in FS cutscenes either faces away from the camera or has their mouth covered with the exception being the FS1 intro.  :lol: EDIT: And the briefing.

I don't want to discourage the idea.. but I think you may not entirely realize the work that comes with character modelling and animation.

Ha, well I know how long they take. Thing is, I really don't have much of a choice (and you need to start sometime).
Trust me on this one, I've thought it through and have the resources and help required in order to pull it off.



"So are you adding your new art to the FS engine, or essentially remaking the engines assets to create an animation of a level in Freespace?"

It's entirely apart from the FS Engine, and has nothing to do other than subject matter. It is in no way a mod, but rather a portfolio submission (several). On that note, I am re/making all that I need, so no use of in game models unless for reference
"No"

  

Offline Cyker

  • 28
I like gigantic epic space battles; You should do one of those :D

Or, maybe start off with a fly-on-the-wall cam passing through the innards of a carrier(Hecate or Orion or one of those newfangled curvey capital ships :P), through corridors through briefings rooms, quarters decs, mess, engineering, etc. but then there's a red alert situation and the cam gets redirected through corridors down a lift shaft etc. to the flight deck where it pauses then follows a squadron of fighters out and into an... epic space battle...?

>_>
<_<
^_^

 
The fellow from this thread (http://www.hard-light.net/forums/index.php?topic=78122.0;topicseen) needs a command briefing animation done for his mod. I'm not sure if that's the kind of thing you were envisioning but I thought I would mention it in case you were interested.

 

Offline deathfun

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  • Hey man. Peace. *Car hits them* Frakking hippies
@Cyker: Not a bad idea actually.
@Neo: I'll be sure to keep that in mind
"No"

 

Offline Firstdragon34

  • 27
  • Bowties = Awesomeness
Like the idea of the camera moving through an Orion or a Hecate. Maybe, you could develop some character that could run through the corridors and be a pilot. Go from the carrier to the battle, then back again.
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline deathfun

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  • Hey man. Peace. *Car hits them* Frakking hippies
This is actually what I had as of late. Ignore the ramblings in between sentences here and there (that's just me transferring information for myself to look back on later)

"Inside a capital ship, whether it be an Orion, Hecate or the likes, possibly new mixing different aspects of each... regardless. Starts off with the classic, "Pilots Attend"
where you're in a briefing room, getting you right into the action. Briefing continues, detailing a patrol of say... the nebula? Or perhaps some random expanse of space. One would be interesting
to do as you've got all this cloud, adds to the eerie sensation. The other easier to do, and less render time in the end. Question being how would you obtain it? Look into it regardless
as it would add to the animation. Characters within the briefing, should they be primarily human, or add Vasudans as well? Easier to remodel humans, less time consuming.
However, taking a model that already exists and redoing it... not always the best of plans. Then again, you're starting off right? Makes sense to. Moving on, we've got our briefing
with whomever inside, dressed in their normal pilot outfits listening to the commanding officer as he details the investigation of an unusual amount of activity within a sector.
Midway during his discussion, the alarms sound off. This forces the camera outside of the briefing room, into the hallway where it will quickly move into the Hangar. During this time
credits will roll as it would, incorporating the environment with text. How long, and how much would it go through? Or perhaps credits should just be text over the picture, thus not breaking
the panning. This will also make it spend less time as you can use credits during the briefing as well. To reduce issues when it comes to voicing, focus on the display, not the people.
Look into the faces of the ones listening, not the one speaking. However, you will need to put him in there eventually, so you will have to learn it. Peter's a good resource, ask him
about it. Or even have him rig if you don't have the time. He may or may not aid you, and it'd be good to see how others do it so you can learn from it. Back to the hallway, it'll pan through
going through the environment, possibly having scrambling people running about. Think about making things pretty well the same throughout. Afterall, what ship doesn't share the same
design throughout it's core? Take a look at Halo interiors, Killzone interiors, Resistance interiors, and definitely Dead Space. Excellent ship stuff, but varied enough to be interesting
Now remember, the focus is on the thing as a whole. As for hangar, you could either go Death Star, or more in game stuff. In game gives it more authenticity to the game, and easier
to do. However, it's not original. Then again, what is anymore? Afterall, you're basing this off a game, and reference from. Idea, work on recreating ships from the game, but
the enemy encountered is of original design. That way, you can easily recreate (in your own image of course, not exact copies) while providing original thought. This will also cut down
time too. When you arrive at the hangar, you can see ships already taking off. Instead of waiting around in the hangar watching someone get ready, just jump right into the action.
Camera switches to a ship taking off (model undetermined), same camera angle as laser shots, right off the side. Somebody will say "BSG" but, since you never watched it...
It goes through the take off area, and out into the abyss. As soon as the pilot gets out, the ship in front of him gets obliterated by beam fire forcing a quick maneuver by the followed.
When the pilot looks towards where the beam came from, it reveals this massive ship. Camera switches position to enemy hangar, as you see endless amounts of vessels pour out of it
It switches to inside the cockpit, where command pops up on the HUD describing the objectives to the pilots. It ends with the classic "Godspeed". This then prompts chatter amongst
pilots, using Delta 1, Delta 2, and the likes for commands. It ends with "Here we go", camera switches to overhead view showing the two opposing forces as they are about to collide.
Beam fire is seen firing from both the enemy, and the Orion destroyer. Missiles start to fly, along with cannon fire. Camera switches again to our focus, same pilot. This time, side view fixed.
He flies left and right dodging fire. He flies off away from us, followed by enemy vessel. "You've got a bogey on your tail!" Pilot attempts evasive to no avail. Decides to fly along the hull of the
massive juggernaut, swerving in and out of obstacles. A friendly ship flies over and takes out the tailing vessel, shortly after getting destroyed by a swarm of missiles.
VFX - Here's a tough one. You'll need to learn explosions, and more in depth stuff. A beam fires and the camera changes showing it in full force. We switch to the helm of the ship
detailing grim outcomes. The captain orders the immediate evacuation. We then see escape pods being fired from the ship. It goes back to the pilot we've been following, comm chatter
going about. An order comes in for him to protect the escape pods, along with the rest of his wing. They break off from the main battle group followed by a enemies.
Two of the formation break off to engage, while the rest cover the escape pods. Beam fire is seen hitting the ship again. A few moments pass, and explosions are seen rippling throughout
the hull. The comm erupts telling everyone to disengage and get the hell out of there. A massive shockwave erupts, and the enemy leaves. A few errant vessels remain behind still engaging
terran forces. The terrans defeat the remaining few, and regroup alongside the last couple escape pods. They go into formation, and one of the pilots activate the distress beacon."

Ideas, crits, changes are appreciated
"No"

 

Offline mjn.mixael

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This is unbelievably ambitious. As one who works in the graphics and animation industry, I'll be interested to see how this turns out considering the time constraints of a one-man team.

The premise is sound enough, though. Good luck.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.

 

Offline Herra Tohtori

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A quick hint:

-Never use return key (enter) for just changing line. Computers will change the line for you automagically.
-Always use two returns (enters) for paragraph change

...and USE THEM PARAGRAPHS, by the absence of divine beings, that block of text is practically incomprehensible to read.

 :blah:

Seriously, I can't even offer any constructive criticism because it is practically impossible to read. Props for mjn for being capable of reading it.


Ironical, though, as it happens I remember when mjn.mixael first posted his intentions of re-doing the cutscenes in high resolution with new models, everyone also thought it was unbelievable ambitions project - and it is. This does sound even more ambitious, and I would suggest to start small (few minute piece/s) to try and learn how things work best. There'll always be a market for new cutscenes, command briefings and the like, so I don't think such a skill would be wasted even if the original purpose for learning it never materializes.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Rodo

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THE wall of text.
el hombre vicio...

 

Offline Firstdragon34

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If you want a story for your animation, I can try to help you out. Freespace has many doors that has been left untouched. Hear the Dirge of the Destroyers!

The theme for Dirge of the Destroyes will be the Overture to God of War III. ;p
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline deathfun

  • 210
  • Hey man. Peace. *Car hits them* Frakking hippies
Quote
-Never use return key (enter) for just changing line. Computers will change the line for you automagically.
-Always use two returns (enters) for paragraph change

Uh, not in Notepad. I don't have Word on my computer because I'm cheap and didn't want to pay for it

Quote
This is unbelievably ambitious. As one who works in the graphics and animation industry, I'll be interested to see how this turns out considering the time constraints of a one-man team.

The premise is sound enough, though. Good luck.

Gives me something to work for. I fully expect not to be able to achieve it all by my intended target, but it's not so much the finished product I'm looking at, it's the pieces involved. A single character is a single submission for the portfolio, as well as a single ship. Animation sequences can be broken up showing different aspects each being again, a single submission. Thanks for the comment though. Luck is what I'll need
 
Quote
Seriously, I can't even offer any constructive criticism because it is practically impossible to read. Props for mjn for being capable of reading it.

I'll abbreviate

Briefing
Red Alert
Pan through ship
Hangar
Ships take off
Camera follows one ship
Ship in front goes boom
Ship evades
Ship turns towards opposition
Camera change to individual pilots
Camera changes to HUD
Camera goes to birds eye
Fight ensues
Things blow up
The end

If anyone has tips regarding visual effects, I'm all ears. As far as modeling goes, I'm not going any further than 8 unique models. Six is my target, and I've already got the Ulysses down (just need to fix a normal mapping issue [total was two days model, week for texturing - made a few mistakes and didn't manage time well]). The Herc is also coming along. What will get me the most is custom ships, which I will probably only do if I can manage the time. If not, I'll do without. I've got reference a plenty making life that much easier

As for it being one man, it may not be so. I do have friends who are trying to get a portfolio going as well and I may very well ask if they'd like to pitch in (thus giving them a submission, and shortening my time)

@Dragon: Story wise I will do without. At a later date sure, I'll remember to give you a call


I'm all ears advice wise as well. You guys have been doing this longer than me, so tips to makes things more efficient are greatly appreciated
« Last Edit: September 13, 2011, 01:26:15 am by deathfun »
"No"

 

Offline Herra Tohtori

  • The Academic
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  • Bad command or file name
Quote
-Never use return key (enter) for just changing line. Computers will change the line for you automagically.
-Always use two returns (enters) for paragraph change

Uh, not in Notepad. I don't have Word on my computer because I'm cheap and didn't want to pay for it

Not really related to the topic, but:



Check Word Wrap and you no longer need to use enter as a return like with typewriters.


Secondly, a few precious FOSS links:

OpenOffice.org - a full free, open source office suite
Notepad++ - a free, open source text editor with a metric ton of more usefulness than Windows' notepad.exe

Both of these are better than notepad, and free.


I should probably clarify that I'm not trying to be spiteful - I hope you'll find these tools helpful. Other than that I reiterate my earlier statement that it'd probably be best to start with a small video first rather than going into full throttle for the long animation immediately.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline deathfun

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  • Hey man. Peace. *Car hits them* Frakking hippies
Well damn, I've just been shown up
I forgot about Notepad++...

It's fine though, that's sound advice. And in fact, probably the best way to tackle this. After, what is this animation other than a whole bunch of small videos compiled together?
Probably not the point you're making (and I don't think it'll be all that long to begin with)
"No"