Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Chalenge on October 19, 2017, 01:21:51 AM

Title: Player controlled troops
Post by: Chalenge on October 19, 2017, 01:21:51 AM
In two months I will have completed my education in computer animation. I have been working with Autodesk products and Adobe. After a quick review of Blender it looks like a character could be created with that, as long as the proper skeleton naming convention is adhered to. Then you could export .bvh files for use in AH. This will avoid the costly use of Autodesk software, but it will take more time in posing fluid animations than it would if there was available some kind of motion capture data.

As I understand things it is the .bvh data you need, and not a new soldier. That is, unless you want something like a great array of actions.

Anyway, next year (starting in January) I'm going to wrap up ground war audio and a few more aircraft and then look into characters. Can we have this please?  :D
Title: Re: Player controlled troops
Post by: Bruv119 on October 19, 2017, 07:05:27 AM
i think this has to be the next frontier for Ah.  it will give something for the point and click players to spend time doing.    load a jeep with your buds and some bazookas and go tank hunting.   mortar a town or even capture it yourself with enough friends.  it will add another element to the ground game and fights in towns more epic.
Title: Re: Player controlled troops
Post by: Easyscor on October 19, 2017, 10:18:26 AM
Or for storming the Normandy beaches. As I understand it, the first step is the acquisition of motion capture data that's holding it up.
Title: Re: Player controlled troops
Post by: Wiley on October 19, 2017, 10:30:35 AM
That is an excellent idea that would very much be worth the effort.  The graphics, terrain, and map layouts from ground level are definitely detailed enough to support infantry combat on a level competitive with any FPS out there.

And now, I will treat myself to an ice cream sandwich.

Wiley.
Title: Re: Player controlled troops
Post by: Sabre on October 19, 2017, 04:06:27 PM
+1 FPS has been on HiTech's to-do-list for years. His original idea was to allow FPS players to capture a command bunker complex, thereby capturing the base. Defenders would of course be able to spawn in defense. I haven't directly spoken to Dale in a number of years now, so I don't know where (or if) this still falls on his AH bucket list. Anything that adds a new dimension to the game (and, therefore, expands the player base) is a good thing, in general.
Title: Re: Player controlled troops
Post by: Blinky on October 19, 2017, 04:11:15 PM
+1
Title: Re: Player controlled troops
Post by: Chalenge on October 19, 2017, 05:55:22 PM
Or for storming the Normandy beaches. As I understand it, the first step is the acquisition of motion capture data that's holding it up.

That's the way I understood it while still working on my major, but now I know that the same motions can be shared bi-directionally. In other words, if you have a character model with appropriately named bones (skeleton structure) and you do a pose-to-pose animation, then you can export the frame-by-frame animation data and get the same result as motion capture. It may not be as clean, but the cost is minimal by comparison (an animator usually makes $625/hr, versus $12,000/day at a minimum for motion capture).

Also, it is possible to do motion capture with the Xbox Kinect interfaced with Blender, but I have not had time to try it yet.
Title: Re: Player controlled troops
Post by: atlau on October 19, 2017, 09:54:50 PM
Will you be able to import a picture of your face on your troop? :p
Title: Re: Player controlled troops
Post by: puller on October 19, 2017, 09:59:34 PM
+1
Title: Re: Player controlled troops
Post by: lunatic1 on October 20, 2017, 03:55:35 PM
<---slaps palm of hand against forehead
Title: Re: Player controlled troops
Post by: Chalenge on October 20, 2017, 05:23:55 PM
Not sure what Hitech has planned for this, but I guess you can dream.

https://www.youtube.com/watch?v=sIU1eJk-P5A