Product Chat (Early Access) / Classic Animations converted to GGMAX

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bond1
18
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Joined: 27th Oct 2005
Location: Knoxville, TN
Posted: 12th Sep 2023 22:47
If anyone is interested here are all 6000 frames of animation that the Classic characters used, converted to GGMAX format. You can load this DBO file onto any of the GGMAX characters from within the Character Creator. Might be useful for some die-hard Classic users who want to use those animations on GGMAX characters. Included in the zip is a text file listing all the frame numbers with descriptions of the animations.

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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 13th Sep 2023 00:23
Thanks a lot, mate, really appreciate it.
I'm going to try asap
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synchromesh
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Posted: 13th Sep 2023 02:41
Oh Wow !!
Thanks Bond1
These will be very useful
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bond1
18
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Joined: 27th Oct 2005
Location: Knoxville, TN
Posted: 13th Sep 2023 03:10
No problem! I figure at least the CineGuru guys might find these animations useful since they are already accustomed to using them in Classic. Although the Animation Booster Pack provides more variety I think.

I could also convert the old FPSC animation set if anyone REALLY wants those old janky animations in GGMAX, if only for the nostalgia
Pirate Myke
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Posted: 13th Sep 2023 13:03
Thank you.
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Pink Panther
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Posted: 13th Sep 2023 16:14
Thank you!
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bluemeenie195
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Posted: 13th Sep 2023 21:20
Awesome ! Thanks
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Avenging Eagle
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Joined: 2nd Oct 2005
Location: UK
Posted: 14th Sep 2023 19:15
bond1 wrote: "I figure at least the CineGuru guys might find these animations useful since they are already accustomed to using them in Classic. Although the Animation Booster Pack provides more variety I think."


Too right, these could prove very useful indeed! The quality of the animations in the Booster Pack is better but I miss the original talking anims, and the pointing ones.

Thanks for converting these

AE
bond1
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Location: Knoxville, TN
Posted: 17th Sep 2023 18:25
@Avenging Eagle - I know this is a useless bit of info, but those GGC talking and pointing animations are actually me. I acted them out in front of an original XBox 360 Kinect. There was this old program that could take Kinect videos and convert them to mocap that could be loaded onto a biped. It was cool, but unfortunately a super clunky program that required a lot of cleanup. I wish I could get one of those consumer mocap suits but they are still out of my price range.

I saw your GGC classic video that you got onto a tv show, that was cool - congratulations!
Oobiedoob
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Location: California
Posted: 17th Sep 2023 20:11
@bond1
Absolutely amazing
TYVM for this.
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Avenging Eagle
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Joined: 2nd Oct 2005
Location: UK
Posted: 24th Sep 2023 09:48
Ah, I heard about that method of mocap! I've looked into those mocap suits before but I agree they are still too pricey for most. Fortunately, there's tools coming along like Rokoko Vision and DeepMotion that will analyse video and spit out bipedal motion data (although I've not tested those tools at all).

How did you create the animations for MAX's characters, including the Booster Pack?

AE
bond1
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Location: Knoxville, TN
Posted: 26th Sep 2023 14:10
@Avenging Eagle - I actually didn't create any of the stock animations for GGM. Most of the stock animations are just Mixamo animations adapted to the GGM skeleton, and the conversion was handled by another animator, Gaby Ispas.

I DID create the Animation Booster Pack though. I did those animations using 3ds Max biped, and most of them are from my personal collection I created over the past 15-20 years that were just sitting on my hard drive, including a few from Classic that never got used. But there are some newer ones in there that I made specifically for the pack as well.

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