*** NEW AERAN COM ANIMATION RELEASED ! ****

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ezee
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

:!: I have tried to use your video inside of Vegastrike , but that fails :

VegaStrike 5.1 rc1 is not built with FFMPEG support enabled .
I downloaded the library to link it with VS , but unfortunatly it's a headache under windows/Visual studio ( basic c includes files used by ffmpeg are not supported - some say that works with visual studio 2010 ) .

So sorry , but i can't help you for this .
:?

If you want to try , you must :

_Convert the .ogg to .ogv
_Place the .ogv in data\movies
_ Open " data\bases\main-menu.py "
_ Line 182 , change the title of the video :
#Uncomment the following lines to use intro movies
preintroroom = PreIntroRoom(room_preintro,
( 'aerapit.ogv',
GUI.GUIRect(0, 0, 1, 1, "normalized")),
guiroom)
preintroroom.setAspectRatio(16.0/9.0)
But you will probably have that kind of error :
Ignoring exception in renderable update: No registered codec can handle the file "aerapit.ogv"

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, thanks for trying, but I do want to be sure; these comm animations are for the Area comm messages after all. I'm not sure if support for this is enabled or not in-game?

how did the png image sequences work out? were you able to get the Aera comm messages to use the png image sequences when the Aera send messages in-game?

Here is the next video:

"You should have been a diplomat,
you have a liar's tongue." Version 1.1


PNG image sequence:

https://www.dropbox.com/s/qnsjp0bte04qo ... at-1.1.zip

Theora video:

https://www.dropbox.com/s/8jubllc79bow5 ... at-1.1.ogg

Blender model:

https://www.dropbox.com/s/zxtuhmouc613f ... -1.1.blend
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I'm not sure if support for this is enabled or not in-game?
I 'm 70% sure that this is not implemented .
Animation is sprite based , and they are used in Missions and Quests .
( for that i know about it ) .

I only experienced the animations via the Oswald tutorial , but never for standard comm (
docking clearance , etc ..) .

The text you use is based on which file ?
I need to trace their use ( speech ) , and to debug that , have a .save where i could encounter Aeras .
The work is to add an animation function where the audio is launched in the code .
When i will find the right piece of code to tweak , i will need to test it in the game.
So if you know where i can meet Aeras in game , from Atlantis , please let me now .

I will try again to make an animation with your last PNG list , i just hope that i won't have
this blank picture instead of the good one . ( i had that problem at my very first test with blender , and the converter . The format is very specific , we must use the same setup everytime ).

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Ok , the Tutorial and the first aera animation are working good .
( but not you two previous releases )
Can you try to re-render the PNGs WITHOUT the star's background ?
I think that there must be a transparent background in the PNG to work with VS specific
format .

I will try to play with the .ani and disable the transparency , if possible ( yeah , there is no doc ... )

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

I double checked and the last two animations png image sequences were both rendered RGBA, so with an alpha channel.

I'm not sure what is different, maybe because there were no transparent pixels no alpha channel was saved even through RGBA was specified?

I'm hoping someone else can confirm this? or hopefully in the next release comm animations will be supported?
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I'm not sure what is different, maybe because there were no transparent pixels no alpha channel was saved even through RGBA was specified?
The only way to be sure is to render again the PNGs without the background .

And for the next release , i have some doubts .
Where is the staff of the SVN , and why nobody cares with what we are doing and what we plan to do ?

There is still a problem ( bug ) with the comms transparency ingame, that i solved a month ago , but the changes are not made in the SVN by coders that have write access .
I never asked for this right , and nobody has invited me .

So even if i code something for the comms animations , i'm pretty sure that this won't be added . There is a serious problem of administration , and when i look to the history in the forum , that is a very old problem .

It's a community problem , where the newcomers are considered like strangers , and are
wrongly assessed .
There is so many examples of Artists ( and coders ) that had to resist and fight against that fact in the past ...

Add to that that today , the most important guys at decision level are retired .
Someone asked in the forum two weeks ago if this project ( vegastrike ) is dead ,
and today i think that he is near to .

What we are doing is very time consuming , and the question is , how long will we give
our time to a project , when the authorities of the project are not responsive ?

It is a political problem that need to be solved :

" They " said that for the contributors , only the good and working stuff will be inserted in
the SVN . Okay , now who decides ?
And with wich criteria ?
Obscure...

It's not so easy to be an aera , and 50% of humans are not clever at all .
:wink:

Edit : As coder , i am looking for using the " libtheoraplayer " sdk , it provides the functionality we need , as demonstrated in this page :
http://libtheoraplayer.cateia.com/wiki/ ... mo:TV_Room

EDIT2 : I had a look to the Vegastrike source code , to see how videos are handled today.
void VidFile::open( const std::string &path, size_t maxDimension, bool forcePOT ) throw (Exception)
{
#ifdef HAVE_FFMPEG
if (!impl)
impl = new VidFileImpl( maxDimension, forcePOT );
if (impl)
impl->open( path );
#endif
}
So basically , it's implemented via FFMPEG only .
I have checkout the source of LIBTHEORAPLAYER , and will try to reproduce the same
coding style :
void VidFile::open( const std::string &path, size_t maxDimension, bool forcePOT ) throw (Exception)
{
#ifdef HAVE_FFMPEG
if (!impl)
impl = new VidFileImpl( maxDimension, forcePOT );
if (impl)
impl->open( path );
#endif

#ifdef HAVE_THEORAPLAYER
if (!impl)
impl = new VidFileImpl2( arg1, arg2 );
if (impl)
impl->open( path );
#endif
}
That could works , for Windows, Mac, iOS .
I will try to code the windows side ...

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

:!: BONUS

A preview of the last aera video in a 3d opengl program .
Using libtheoraplayer , captured by fraps :
[youtube]http://youtu.be/-gHdGr1hA2M[/youtube]
http://youtu.be/-gHdGr1hA2M

So yeah , the comms could be renderedas video file with this implementation .

Edit : For a clarification of what you are actually doing , DarkVixen :

You started to animate the ( already present ) builtin comms for the Aera specie , following the speechs that are written in :
\data\communications\aera.xml
<!-- Built-in Conversations
-->
- <node text="Docking operation complete. You're free of the docking clamps." relationship="0.01">
<sound file="communications/sounds/aera/aera_dock-complete.ogg" sex="0" />
<edge index="4" />
<edge index="5" />
<edge index="6" />
<edge index="7" />
</node>
- <node text="You are not in docking clamps. Move into one of the green guide boxes and try to dock again." relationship="0">
<sound file="communications/sounds/aera/aera_not-in-dock.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
<edge index="11" />
</node>
- <node text="Docking operation begun; press 0 to step into our starship." relationship="0">
<sound file="communications/sounds/aera/aera_dock-begun.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
<edge index="11" />
</node>
- <node text="You are not authorized to land here!" relationship="0">
<sound file="communications/sounds/aera/aera_not-auth.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
<edge index="11" />
</node>
- <node text="We allow you to dock this time, ape. Bring your weapons to show us your skill." relationship="0">
<sound file="communications/sounds/aera/aera_dock-this-time.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
<edge index="11" />
</node>
- <node text="Unable to comply." relationship="0">
<sound file="communications/sounds/aera/aera_unable.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
<edge index="11" />
</node>
- <node text="Acknowledged." relationship="0">
<sound file="communications/sounds/aera/aera_acknowledged.ogg" sex="0" />
<edge index="4" />
<edge index="5" />
<edge index="6" />
<edge index="7" />
</node>
- <node text="We scan you for illegal military items!" relationship="0">
- <!-- maintain speed and course
-->
<sound file="communications/sounds/aera/aera_we-scan-you.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
</node>
- <node text="No contraband detected, you may proceed." relationship="0">
- <!-- no contraband detected you may proceed
-->
<sound file="communications/sounds/aera/aera_no-contraband.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
</node>
- <node text="Contraband detected, target offender and fire at will!" relationship="-.125">
- <!-- contraband detected! all units close and engage
-->
<sound file="communications/sounds/aera/aera_contraband-detected.ogg" sex="0" />
<edge index="12" />
<edge index="13" />
<edge index="14" />
</node>
- <node text="Your course is deviating. Maintain course!" relationship="0">
- <!-- maintain your speed and course...DO NOT deviate
-->
<sound file="communications/sounds/aera/aera_course-deviating.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
</node>
- <node text="Request Clearance To Land." relationship="0">
<sound file="communications/sounds/aera/aera_request-clearance.ogg" sex="0" />
<edge index="8" />
<edge index="9" />
<edge index="10" />
</node>
- <node text="The lesser being is always vanquished." text1="For this, I shall be remembered!" relationship="-.03125">
- <!-- node 18 (trying to appease, but failing)
-->
<sound file="communications/sounds/aera/aera_lesser-being.ogg" sex="0" />
<sound file="communications/sounds/aera/aera_for-this.ogg" sex="0" />
<edge index="12" />
<edge index="13" />
<edge index="14" />
<edge index="15" />
</node>
- <node text="You should have been a diplomat, you have a liar's tongue!" text1="I regret only the expense of my ammunition." relationship="-.03125">
- <!-- node 18 (trying to appease, but failing)
-->
<sound file="communications/sounds/aera/aera_you-should-have-been.ogg" sex="0" />
<sound file="communications/sounds/aera/aera_i-regret-only.ogg" sex="0" />
<edge index="12" />
<edge index="13" />
<edge index="14" />
<edge index="15" />
</node>
- <node text="My blood still beats, your forest may yet burn!" text1="A superior display - may we both be remembered..." relationship="-.125">
<sound file="communications/sounds/aera/aera_my-blood-still.ogg" sex="0" />
<sound file="communications/sounds/aera/aera_superior-display.ogg" sex="0" />
<edge index="12" />
<edge index="13" />
<edge index="14" />
<edge index="15" />
</node>
- <node text="*hit*" relationship="-.01">
<edge index="7" />
<edge index="11" />
<edge index="15" />
</node>
- <!-- End of Built-in Conversations
-->
</comm>
These comms are part of the AI system , i will try to find where they are implemented in
c++ to add the display of videos for comms .

The class that use these comms is :
CommunicationMessage Class

Public members of the class :
Public Attributes
FSM * fsm

class Animation * ani

unsigned char sex

int prevstate

int curstate

int edgenum

UnitContainer sender
It will be the Animation class that may be modified .
This animation inherits of the properties of an ancestor object :
class Animation : public AnimatedTexture
Inside of AnimatedTexture , there is already a check for video files !
void AnimatedTexture::Load( VSFileSystem::VSFile &f, int stage, enum FILTER ismipmapped, bool detailtex )
{
curtime = 0;
frames.clear();
frames_maxtc.clear();
frames_mintc.clear();
if (f.GetType() == VSFileSystem::VideoFile)
LoadVideoSource( f );
else
LoadAni( f, stage, ismipmapped, detailtex );
}
I've got hope ...
:wink:

For a demystification of the animation system in VS , this is the supported types of animation :
( in vsfilesystem.h )
AnimFile, //Loaded from animations subdir
VideoFile, //Loaded from movies subdir
VSSpriteFile, //Loaded from current path or from sprites subdir
Finally , the class that need to be updated for theoraplayer is
VidFile *vidSource;
in the class AnimatedTexture : public Texture

@DARKVIXEN :

Vegastrike could already use your production , if the release was compiled and linked
with the FFMPEG library .

What i personaly try to do , is to use the theoraplayer instead .
You should ask again the official dev team about FFMPEG support .

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

:!: The video implementation doesn't exist for AI , only animated textures :
http://spacetechs.free.fr/VEGASTRIKEDEV ... tml#l00408
void CommunicatingAI::ProcessCommMessage( CommunicationMessage &c )
{
if ( messagequeue.back()->curstate < messagequeue.back()->fsm->GetUnDockNode() ) {
Order::ProcessCommMessage( c );
FSM *tmpfsm = c.fsm;
Unit *targ = c.sender.GetUnit();
if ( targ && UnitUtil::getUnitSystemFile( targ ) == UnitUtil::getUnitSystemFile( parent ) && !isDockedAtAll( targ ) ) {
c.fsm = FactionUtil::GetConversation( parent->faction, targ->faction );
FSM::Node *n = c.getCurrentState();
if (n) {
if ( n->edges.size() ) {
Unit *un = c.sender.GetUnit();
if (un) {
int b = selectCommunicationMessage( c, un );
Order *o = un->getAIState();
unsigned char gender;
std::vector< Animation* > *comm_face = parent->pilot->getCommFaces( gender );
if (o)
o->Communicate( CommunicationMessage( parent, un, c, b, comm_face, gender ) );
}
}
}
c.fsm = tmpfsm;
}
}
}
As seen in red , what is implemented is the .ani based on the gender .
So we'll have to code a new part to retrieve the video animation type ,
and send this new type of message .
A lot of work ( time for debug ) from scratch with Theoraplayer , should be implemented first with the existing FFMPEG format .

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, well I would like to nominate ezee as a coder for the svn to make changes. :)

I will try to animate the Aera's UT links to coincide with the existing Aera speech files but there is an issue. The speech files are mono-toned, I really don't like that because it requires the acting to also appear mono-toned. Is there any way to add a bit of emotion to the Aera speech files? I think UT speech output would be more advanced at that age.

Do you want me to re-render the PNG image sequences of the last two animations as RGB (no alpha channel)?

PS: Isn't ffmpeg replaced with avconv?
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Do you want me to re-render the PNG image sequences of the last two animations as RGB (no alpha channel)?
No , the problem is with the background that must be transparent , instead of the stars
you actually use .
So yeah n if you could render again without the stars , i think that could work .
PS: Isn't ffmpeg replaced with avconv?
you mean in VegaStrike or Ubuntu ?
No ( in vegastrike ) , and the ffmpeg files must be downloaded apart and compiled by users actually . ( only a few will be able to do that )
So ...hope the dev team will make a public release with video enabled , so everybody could enjoy your art in the game .
:wink:
Is there any way to add a bit of emotion to the Aera speech files?
Make them again , i mean for each animation you make .

:!:EDIT ; We've got a new friend , the author of libtheora himself , Krešimir Špes , that offers is support ( from the youtube channel ) :
+Vega Strike Game Dev Thanks :) Hope you find the lib useful and don't hesitate to contact me if you run into problems or missing features.
One more good reason to use theora player !
:wink:

EDIT : I started a dev thread about VIDEO FOR AI COMMS :
http://forums.vega-strike.org/viewtopic ... 49#p137449

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

ezee wrote: No , the problem is with the background that must be transparent , instead of the stars
you actually use .
So yeah n if you could render again without the stars , i think that could work .
Ok I will do that, I will re-render the PNG image sequences in RGBA format without the stars backdrop plane in the Blender model file. :)

I don't like the idea however, visually speaking, the stars should reflect what is behind the other pilot's view, instead of your view.

Second, there are some camera angles in some comm scenes in which there is no window visible, will that present a problem?

Should we wait until this problem is fixed in the code?
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I don't like the idea however, visually speaking, the stars should reflect what is behind the other pilot's view, instead of your view.
I don't like the idea too , but for today , it's the best we could have .
Vegastrike source code shows that a lot of formats are handled , but there is no garantee
that they all works ( like the bug with the transparency ... ) .

So there is a lot of testing to do again , since nothing was written on that subject since the beginning . I hope that our research will serve for future contributors .

I'm still working for enabling the video in comms ...
But my first good results should occur in simple fullscreen video , as described in main_menu.py ( pre intro and intro ) .

Talking of that , what do you think about create a logo video animation for vegastrike ?
I could use it directly in my tests , then it would be ready for the SVN and everyone .
It's not an urgency , but that helps to give a certain finition level .
:)

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Here is "You may pass, but keep flying." 2.3 in RGBA with the starfield backdrop removed. :)

https://www.dropbox.com/s/8o10bbnrz0gsp ... ng-2.3.zip

Let me know if it works.

I will work on splash animation when I have time too, I have one in mind but it required real life actor footage mixed in with game graphics and we are far from that right now. :/
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Let me know if it works.
Just tried , sadly don't work .
I have tried to tweak the .ani file , even the frame names to match the Oswald tutorial files
( the exemple i follow ) , but i only have a white square instead of the pictures .

I should try to render the png myself , but my pc is too slow ...
Well, i'll try to disable some effects in blender and try .

Saying that , the video files are very light in size , and should be used for this kind of sequence .
But enabling video is not so easy , as i just discovered that not only c++ but also python
are involved in the video ( core is c++ , top-level python ) .
So it's difficult to fully understand how the system is actually designed to work .
I will report my progress in the dedicated MOVIE FOR AI thread later .

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, thanks for trying ezee, if it helps, here is a different video also rendered in RGBA with transparent background.

https://www.dropbox.com/s/bnao821xfavww ... at-2.1.zip

I was wondering since the audio for the comms are in ogg files, I can put both the audio and the theora video in one ogg file for each comm message that should help simplify things data-file-wise?

I also think whoever actually would the video code for VS might be the best source to ask these questions? He or she might know more and help us quicker with us roaming around in the dark (code).
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I was wondering since the audio for the comms are in ogg files, I can put both the audio and the theora video in one ogg file for each comm message that should help simplify things data-file-wise?
I am actually trying to understand how to achieve that .
But for the comms part , the animation is very specific today , based on sprite animations ,
choosen randomly by factions , with only one parameter ( and not everytime used ... ) that
is sex . ( male or female actor )

I don't know who made the code for the video implementation in VS, but that is incredibly complex, and i am very impressed by the all game architecture .
Probably aliens made this software , just to train a little our brains ...
:lol:

Edit : Please do your Audio/video .ogg file , i will use it to feed VS and see how he reacts .

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Here you go, these are ogg's that contain a theora video stream and a vorbis audio stream with the original Aera speech intonations and timings modified:

https://www.dropbox.com/s/8lwgfo0ihzhhj ... ng-2.3.ogg

https://www.dropbox.com/s/w9aal01i55d8c ... at-2.1.ogg

I hope they work, this way we only need one data file for speech audio and video for the comm animations.
ezee
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I hope they work, this way we only need one data file for speech audio and video for the comm animations.
thank you .
They'll work when then implementation for read them will be done .
:wink:

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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DarkVixen
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Two more animations done, these have explosion and smoke effects.
frame0028.png
"A superior display, may we both be remembered."
Theora Video:
https://www.dropbox.com/s/7eslihjiipebh ... ay-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/v8f2jiqgtv3bg ... ay-1.1.zip
Blender Model:
https://www.dropbox.com/s/ulpgdd5eau2f5 ... -1.1.blend

"My blood still beats, your forest may yet burn!"
Theora Video:
https://www.dropbox.com/s/mvuusag0l6hqv ... ts-1.4.ogv
PNG Images Sequence:
https://www.dropbox.com/s/tnvlabrr7jqyy ... ts-1.4.zip
Blender Model:
https://www.dropbox.com/s/csbrainft02b0 ... -1.4.blend



Aera Comm - Videos Folder
https://www.dropbox.com/sh/l5o4fuudz8zr ... _Fj0qzDAra

Aera Comm - Blender Sources Folder
https://www.dropbox.com/sh/w5lpbclz54i3 ... bImWn2aFPa
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by loki1950 »

Downloaded your blender sources so they don't get lost somehow :( Hopefully when either klauss or pheonixstorm are active again I can convince them to give both you and ezze svn access 8) and maybe even me :wink: after all these years.

Enjoy the Choice :)
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

01.jpg
"I can hold no longer, you must be rent asunder!" 1.1
Theora Video:
https://www.dropbox.com/s/si32nzg02danh ... er-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/xerlvfpkh9bx8 ... er-1.1.zip
Blender Model:
https://www.dropbox.com/s/6op21exyqvqgw ... -1.1.blend

"I know your nature now, cease your useless lies!" 1.1
Theora Video:
https://www.dropbox.com/s/rvplrmo2pty2j ... ow-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/jkqqasl3ef3lt ... ow-1.1.zip
Blender Model:
https://www.dropbox.com/s/93wqpf7ftlv30 ... -1.1.blend

"Do not tempt my trigger thumb, foolish one!" 1.1
Theora Video:
https://www.dropbox.com/s/z7sniqu24fk5q ... mb-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/ej7veclffshsi ... mb-1.1.zip
Blender Model:
https://www.dropbox.com/s/zj52h871zok7v ... -1.1.blend

"Fly on, but keep going." 2.4
Theora Video:
https://www.dropbox.com/s/kvufa68ts8dbe ... ng-2.4.ogv
PNG Images Sequence:
https://www.dropbox.com/s/wpuvthac2v3xa ... ng-2.4.zip
Blender Model:
https://www.dropbox.com/s/gewya0l95u31n ... -2.4.blend

Note that the Theora videos now have accompany audio streams with the accompanying Aera speech.
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ezee
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Good job !
i can't watch them from my actual computer , but will enjoy that later .
... the preview look great , and i like the way you are organized .
:wink:

EDIT : waow !
I like your introduction of moving background , that is working perfectly in the third video .
And the lipsync is near to perfect now .
very good !
:D

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
Vegastrike evolved
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Vegastrike evolved wiki
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Thanks, I'm hoping the videos will work once the final video support for comm animations (fingers crossed) gets into VS. :)

The universal translator blinks and mouth movements should be slightly different, actually, since the mouth and sound are moving to two different languages. ;)

I try to link the emotions and gestures to the English speech so that it would make more sense to the audience.

Couple more lines to animate still...
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

frame0096.png
"Your suicidal path is a disease of your entire species!" 1.1
Theora Video:
https://www.dropbox.com/s/4q2jdi5edtg39 ... th-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/rxc71sffh2mtu ... th-1.1.zip
Blender Model:
https://www.dropbox.com/s/emqq59kb0npbf ... -1.1.blend

"Your death will serve our ascendancy!" 1.1
Theora Video:
https://www.dropbox.com/s/afxarot61ccdu ... cy-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/1e5d7xvuyrju7 ... cy-1.1.zip
Blender Model:
https://www.dropbox.com/s/72nnq9ow9i83q ... -1.1.blend

"Wretch, you are not worth the time it takes to shred you!" 1.1
Theora Video:
https://www.dropbox.com/s/e8qnd0yo7broy ... me-1.1.ogv
PNG Images Sequence:
https://www.dropbox.com/s/nihmbgjthbsg0 ... me-1.1.zip
Blender Model:
https://www.dropbox.com/s/9orlb2rksgnpt ... -1.1.blend
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

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