Ember Humanoid Animations
This page is a work in progress,
meaning things are incomplete, unfinished, not fully thought out, might disappear again, and generally are subject to change.
Do not rely on any of this just yet!
Overview
Humanoid creatures share a common biped skeletal structure. Humanoid creatures are typically also sentient in nature and share similar movements, skills, actions, and expressions. These are expressed using a combination of skeletal and pose animations.
Skeletal Animation
The bulk of humanoid animations in Ember are skeleton based. Ember makes use of the Standard Humanoid Animations Skeleton.
NOTE: (http://www.ogre3d.org/docs/manual/manual_76.html)
Pose Animations
Useful in facial animation, and to achieve a special unique deformations of the mesh, this form of animation can be blended with Skeletal animation, but unlike the skeleton which is a separate file which contains the animation data, pose animation is contained within each mesh file.
NOTE: (http://www.ogre3d.org/docs/manual/manual_80.html)
Defining Animations
For a model to make use of the animation tracks held within the skeleton file it needs to be defined in the Actions section of the model definition.
Animations List
The animations should correspond directly to actions in mason, in addition to the standard movement animations. The following is a compilation of the current status of the animations available for the humanoid character in Ember, and how they map against the server side actions.
NOTE: This list needs updating.
Animation name | Description | Ember name | Server actions | Status |
---|---|---|---|---|
Idle | The character is idle, breathes and perhaps shifts position, cracks the knuckles etc.. This would preferably be a couple of different animations that can be randomly played, to not make it too apparent that they're looping. | humanoid.skeleton: wf_humanoid-idle_* | Idle | |
Walk forwards | Simple forward walking animation | humanoid.skeleton: wf_humanoid_walk_Clip | Move forwards | |
Walk backwards | Simple backwards walking animation | Move backwards | ||
Run forwards | Simple forward running animation | humanoid.skeleton: wf_humanoid_walk_Clip | Move forwards with greater speed | |
Sidestep | Simple side stepping walking animation | Move to the side | ||
Swim | The character swims. For now we'll use the same animation for both idle and movement. | The character is placed in water | ||
Pickup | The character picks something from the ground. The same animation can be used when the character drops something. | humanoid.skeleton: wf_humanoid-pick-up_Clip | Action: pickup, drop | |
General fidgeting | A general animation that can be used whenever there's no other animation to use for an action | humanoid.skeleton: wf_humanoid-fletching_Clip | Generic action | |
Chop | The character chops down a tree. | Action: chop | ||
Punch | The character makes an offensive punch | humanoid.skeleton: wf_humanoid-offense_punch_Clip | Action: attack | |
Swing a sword | The character makes an offensive swing with a sword | Action: attack | ||
Defend | The character defends against an offensive action | Action: defend | ||
Eat | The character eats | Action: eat | ||
Collapse | After being defeated in combat or starving to death, the character should collapse and end up in a collapsed state on the ground. | Action: collapse | ||
Rise | After collapsing in combat, the character gets up again. | Action: ? | ||
Dig | The character digs in the ground. | Action: dig | ||
Delve | The character uses a pickaxe to delve. | Action: delve | ||
Sow | The character uses a trowel to sow a seed in the ground. | Action: sow |