{"id":117,"date":"2012-01-14T17:18:55","date_gmt":"2012-01-14T17:18:55","guid":{"rendered":"http:\/\/blog.daft-ideas.co.uk\/?p=117"},"modified":"2012-02-16T13:07:59","modified_gmt":"2012-02-16T13:07:59","slug":"source-engine-animation","status":"publish","type":"post","link":"https:\/\/blog.daft-ideas.co.uk\/2012\/01\/14\/source-engine-animation\/","title":{"rendered":"Making of Clear Skies 3: Animation Perspective."},"content":{"rendered":"
Clear Skies is a feature-length machinima series from Ian Chisolm, that won a load of awards. You can find them all here:\u00a0http:\/\/www.clearskiesthemovie.com\/<\/a><\/p>\n It’s filmed in the Source Engine, using the\u00a0unbelievably\u00a0powerful but oft-incomprehensible\u00a0SDK, and Eve Online. All the indoor bits, involving people, are done with Source, and all the space scenes are filmed in Eve.<\/p>\n When the second part was done filming, I was introduced to Ian, who wasn’t sure about making a third, but he did mention the frustrations he was having with the limited animation set of the Source Engine.<\/p>\n I told him that I thought it was possible to create our own animations, even to use Motion Capture to do the hard work for us.<\/p>\n It even turned out to be possible to use\u00a0completely\u00a0markerless\u00a0MoCap.<\/p>\n Shoot3d (now known as Ipisoft<\/a>), have a markerless system that has a unique advantage: it can export directly to SMD, Source’s uncompiled model \/ skeletal animation format, making it much easier to import new animations into the game.<\/p>\n Before I tried my hand at doing my own Mocap, I took some BVH files and tried mapping them to a Source Engine Human Skeleton myself, and testing the results out in game.<\/p>\n This turned out to be a daunting task. I knew very little about skeletal animation, and getting the mappings right took some time. I had a small amount of help from\u00a0http:\/\/www.youtube.com\/user\/mm3guy<\/a>, who gave me some pointers in getting the BVH working correctly.<\/p>\n My first success can be found here:<\/p>\n