Product Chat (Early Access) / [SOLVED] Getting custom animations to work with character creator characters

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mguy1122
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Posted: 15th Aug 2024 00:35
I built some custom animations that I added to a character creator character. They play just fine in the character creator when I added the animation files but then I went to test them with the script(the one that plays in animation and then kills the character) they showed up at first but when you test it they don't work. Then after switching the script the animations disappear from the list completely. I made sure to click on save animation configuration(I think that's what it's called) before saving the character so I don't know what I'm missing. Here's one of the animations if anybody could point me in the right direction, thanks.

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bond1
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Posted: 15th Aug 2024 01:33
Great job! I do believe you are the first person to use the CC templates to create custom animations. I checked out your animation and everything looks good, and completely compatible with GGMAX. I am recording a video for you right now that will demonstrate the different ways that you can use this animation, so check back shortly.
mguy1122
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Posted: 15th Aug 2024 02:04 Edited at: 15th Aug 2024 02:14
Well I feel like I need a prize or something! it wasn't that bad actually although my animation probably isn't the best but it will do. Thank you for putting together a video, that's awesome! I'm in a different time zone so I might not see it till tomorrow but I appreciate it(actually just noticed I'm one state away, maybe I'm just getting old and settling down too early ). I was also trying to get some custom clothing going but I'm not sure I got that one down yet. The documentation explains body parts but clothing not so much.
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bond1
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Posted: 15th Aug 2024 06:12
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Here is a video going over the basics of adding animations to GGMAX characters. And your animation looks great, you can create a lot of useful game animations from just simple movements like pointing and other hand gestures.

mguy1122
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Posted: 15th Aug 2024 14:48
Thank you for making the time to make the video! I actually started making these animations because I bought cineguru max and needed the character to do some of these actions. I did everything you showed in the video except I didn't make the custom FPE or check use default animation, that explains why they weren't showing up. It does seem a little backward though, you would assume they would be considered custom animations not default so I think that's why i did'nt consider it. This was a big help, thanks again. Feel free to use the animation if you like although I noticed in your video the pinky on the character gets a little deformed when giving the player the item. Here's a couple more as well but like I said they are mostly practice animations until I get it down better

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bond1
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Posted: 15th Aug 2024 15:27 Edited at: 15th Aug 2024 15:32
Trust me I agree it seems a little backward that you have to check the box "Use Default Animations", it took me a while to figure out how it all worked myself. It should be labeled more clearly - like "Use model's embedded animations".

I do like how GGMAX decouples the animations from the characters now though, it works more like Unreal and makes things so much easier now when you want to add new animations. Previously in Classic and FPSC you couldn't do this without having to re-export each and every character from the source files every time you wanted to add a new animation. GGMAX makes this much easier.
mguy1122
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Posted: 15th Aug 2024 16:45
Yeah, it makes things much more convenient for that. One thing I might complain about though unless I'm missing something is that if you have your character already created there doesn't seem to be a way to go back and add extra animations to them without rebuilding them again in the character creator. I might be overlooking how to do that but if not it would be helpful.
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bond1
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Posted: 15th Aug 2024 17:53
Quote: "if you have your character already created there doesn't seem to be a way to go back and add extra animations to them without rebuilding them again in the character creator"


I didn't think about that so I tested it. And there is a way to do it. Just load the existing character into the standard GGMAX model importer, add any additional animations there, and resave to generate a new DBO file. Then just copy this newly generated DBO file over the old one. I agree it would be cool if we could just load an existing character directly into the CC for editing. But this method does work.
mguy1122
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Posted: 15th Aug 2024 18:23
I didn't think about doing it that way, good idea. At least that would save a bit of time not having to rebuild the character. I might put a suggestion in over on the gethub though and maybe see if we can get this added as a feature.
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bond1
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Posted: 15th Aug 2024 20:02 Edited at: 15th Aug 2024 20:03
Quote: "At least that would save a bit of time not having to rebuild the character. "


Yeah especially for those times where you've already added a bunch of custom animations, then later find out you forgot one, or need to add a few more. Quicker than building it all over from scratch again. A github request for editing existing CC characters is a good idea though!
mguy1122
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Posted: 18th Aug 2024 20:17 Edited at: 18th Aug 2024 20:19
I put in the request so we'll see what happens. I also found another thing that looks pretty cool if I could get it to work. So far I just made the game guru skeleton explode
https://www.rokoko.com/

it comes with the blender add-on to re-target the animation from Maximo or their motion capture software onto any skeleton. I think I followed everything in the video but I can't seem to get it to transfer. If anyone could get it to work then you could pretty much transfer any animation from the Maximo library over. They were also showing taking some tick-tock video of some girl dancing and turning it into an animation with the click of a button and then transferring it to a skeleton. It would be pretty awesome if I could get it figured out.
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bond1
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Posted: 19th Aug 2024 00:15
Yeah most of GGMAX's stock animations are from Mixamo. But of course the transfer and retargeting was done with 3ds Max Biped system. I have no idea how this would be done in Blender. I haven't really touched Blender after converting the character rigs, although TGC uses them for the low poly characters. Good luck!
mguy1122
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Posted: 4th Sep 2024 22:24
I figured about but it wasn't for free, auto rig pro did the trick. rokoko didn't seem to be cutting it but does seem useful for getting the mocap.
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