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Jun 27

Animate Frank!

icon1 blengine | icon2 Production | icon4 06 27th, 2008


UPDATE: Tomorrow there will be an update with those animations we’ll be including. Thanks for all the contributions, you guys are doing awesome, keep going! There’s also been a few questions, and here are the answers..
1. Yes you can use 2.46 to animate. To view Frank with glsl you’ll need an apricot build though. You can get one from graphicall.org
2. There is no deadline really
3. You can modify any animations you’d like, even ones that appear finished, if you think you can make it better, but please don’t change anything on the skeleton.

Here is Frank, in all his glsl shaded glory. Pablo has pretty much finished his textures and one of the tricky parts was the tail. I created the tail with the shell method, which means the tail mesh is duplicated multiple times and fattened(alt+s) so that it’s slightly bigger each time, with each outer shell having an alpha texture that is a noise pattern colored by the base color map.

Now, here’s how you can help out. Frank has some animations that haven’t been made yet. We considered working with a few externals like Peach had done, but thought it would be more fun to release Frank to the community and see what you can come up with.

So the deal is, download the blend file here, make some animations, then post a link to the blend file in this post in the comments below. We’ll look at all of the entries and if your animation is awesome, we’ll include it in the game and you’ll get a spot in the credits. We won’t be able to be the director to everyone making animations, so only animators whose work we include will receive a reply. When you post your work, be sure to leave your name and email address. All work that’s sent to us and is included in the game will be released under the same license as the game, Creative Commons 3.0 Attribution.

Some animations we have are placeholders that need to be redone, so look through the actions list in the blend file and find one you think would be fun to redo, and do it. Here’s a list of some of the animations we really need though. As far as style for animation goes, we’re looking for fun and exaggerated animations.

Idle(fun stuff, scratching his ass, etc.)
Jump
Double Jump(front flip, wing flap for boost, etc)
Getting hurt(minor damage)
Getting hit(impacted, rammed into)
Shimmy left and right while hanging on ledge
Falling(dropping down from a high place)
Throwing nuts

74 Responses

  1. mfoxdogg on

    hmmm i wonder why the shimmy is so popular 😛



  2. Nathan Dunlap on

    I worked on the double-jump. Flips are tricky maneuvers to get right!

    http://nathandunlap.animadillo.com/Apricot/frankanim.blend

    Fun!

    -Nathan



  3. DTango on

    Hey everyone,

    I’ve enjoyed what you all have come up with.

    I have a suggestion: could you name your files something like “frankanim_myname.blend” ?

    I’m collecting everything that’s being submitted, and such a naming convention would make it easier to keep track of which animations were done by whom.

    I have done 2 idle animations – “itchy” and “stinky”, in one file.

    http://www.sendspace.com/file/4bn1nb

    Notes are in the file.

    Cheers!

    DT.



  4. Joshua Huf on

    Nathan – Really awesome jump man, absolutely sweet.



  5. Cyberdigitus on

    Hi, i’m giving this a shot, it’s the first time i’m animating in blender, and this rig makes it easy to start.

    I’m doing a simple eye wipe as and idle movement. however i have some issues with the deformations around the armpits because of the wing mesh.

    I suppose we can’t change the bone weights, or can you add some helper boneso you can move those vertsaround, instead of just opening/closing the wing?

    http://users.pandora.be/cybit/images/forums/Frankie_FD_Idle_WipeEye.jpg



  6. AndyD on

    Is there anything in the file which is considered finished such that it’s not worth messing with?

    The “Blink” could do with a couple of more frames on the closed point and the end frames pushing out a bit to accommodate the new frames. At game speed, the blink as it is would barely be seen. I can do this if you like but it’s a two second duplicate and move.

    Can the blend be posted with just one action in it or is it best to keep it all together?

    So many questions 🙂



  7. pustulax on

    Hey I give it a try to this frankie contest that’s fun !!

    so here the blend file:

    http://www.sendspace.com/file/2a1ya1

    and a link to the animation result :
    http://www.vimeo.com/1257566

    my mail is : dorbani_bruno@yahoo.fr

    and I my name is :
    bruno dorbani (quite obvious no?)

    that’s to bad there is no IK setup on the leg it make it difficult to handle… is that a limitation of the game blender engine or a rigging choice ?
    it make him difficult to crouch I find.

    anyway fun stuff ! keep on the team !!



  8. pustulax on

    hum…I forgot to mention that the action is named frankie_throwrbuno
    (I misswrite it in blender too)

    I don’t use often blog so I don’t know if it is possible to edit Comment so I create a new one … I just have to go and wipe myself with a barbed wire



  9. Mataii on

    Well, I see this post and I get the frank blend and I decided to see how it works, but when I watched the geometry i get so confused, and I asked myself if this is the object to be used in the game or if it’s only for test purposes and I will explain why.

    http://salvador.mata.com.mx/aprico/frank_triangulations.jpg

    I looked the wireframe model of frank and the first I noticed is some triangulation (or Fans, fanning) in geometry and well, I think it should be fixed.

    So i decided to make some kind of proposal/criticism, I take the model and correct it (according my point of view and my experience), the first I get
    was some lacking of simmetry in the model and an example can be found in the link below:

    http://salvador.mata.com.mx/apricot/frank_simmetry.jpg

    And the hands, I get different polycount in both hands, and I think it has too many polygons.

    http://salvador.mata.com.mx/apricot/frank_hands.jpg

    The ears of frank, again I think they have more polygons than needed. If normal maps are going to be used then the normal map should do their work: simulate geometry.

    http://salvador.mata.com.mx/apricot/frank_ears.jpg

    Frank foot, again I think it has to many polygons (271 tris)

    http://salvador.mata.com.mx/apricot/frank_toomany.jpg

    Frank mouth.
    http://salvador.mata.com.mx/apricot/frank_mouth.jpg

    And the UVsets maybe should be more optimized to get most of the area covered by the surface’s object.
    The normalmap looks so flat, different than I get from the bake (hi->low)

    And here the original frank and the modified one (from me)
    http://salvador.mata.com.mx/apricot/frank_hand_optimized.jpg

    http://salvador.mata.com.mx/apricot/frank_back_optimized.jpg

    http://salvador.mata.com.mx/apricot/frank_opt.jpg

    http://salvador.mata.com.mx/apricot/frank_optimized.jpg

    http://salvador.mata.com.mx/apricot/frank_prop.jpg

    here the blend (sorry for the file size)
    http://salvador.mata.com.mx/apricot/Frank_mod.rar

    Well this is only a suggestion, I think if the models are optimized the game will work even better on more systems.

    And good work, animations look very good 🙂



  10. Squamashii on

    Here is a shimmy to the right. You can see a video of it at:

    http://squamashii.blogspot.com/search/label/Apricot

    I don’t know how to upload the blend file to get it to you, so if anyone knows – please let me know.
    -SCB



  11. Squamashii on

    Here is a shimmy to the right. You can see the video at: http://squamashii.blogspot.com/search/label/Apricot

    I don’t know how to upload blend files to send to you, so if you like the action – email me and I can send it to you. – Squamashii



  12. Animashun on

    Hello There!

    I did one more animation, its a StandStill, the end of the action is a little rough… everything can always be refined if direction is received…I was thinking of another animation where frank leans back on his tail similar to what i have here, but instead of springing off, he grabs his toes maybe, and then of course goes to the washroom in some sort of way, like the ending of BBB? anyway im not going to do that one unless im directed, im gonna do some other work.

    Either way, Had fun with this rig, and cannot wait for my copy of apricot to arrive along with the finished build…!

    Thanks Blender!

    All animations are here,

    http://www.mediafire.com/?hfsjwdw6jgx

    1. Major Damage
    Frames 1-130 / Layers 1 & 2

    2. Minor Damage
    Frames 1-60 / Layers 1 & 3

    3. TaleBalance
    Frames 1-80 / Layer 1

    woot!



  13. Mataii on

    Well, i got the frank blend and I made a little review/crit of it instead an animation.

    I looked the wireframe model of frank and the first I noticed is some triangulation (or Fans, fanning) in geometry and well, I think it should be fixed.

    http://salvador.mata.com.mx/aprico/frank_triangulations.jpg

    So i decided to make some kind of proposal, I take the model and correct it (according my point of view and my experience), the first I get
    was some lacking of symmetry in the model and an example can be found in the link below:

    http://salvador.mata.com.mx/apricot/frank_simmetry.jpg

    And the hands, I get different poly count in both hands, and I think it has too many polygons.

    http://salvador.mata.com.mx/apricot/frank_hands.jpg

    The ears of frank, again I think they have more polygons than needed, Frank is a small character and don’t need that level of detail. If normal maps are going to be used then the normal map should do their work: simulate geometry.

    http://salvador.mata.com.mx/apricot/frank_ears.jpg

    Frank foot, again I think it has to many polygons (271 tris)

    http://salvador.mata.com.mx/apricot/frank_toomany.jpg

    Frank mouth.
    http://salvador.mata.com.mx/apricot/frank_mouth.jpg

    And the UVsets maybe should be more optimized to get most of the area covered by the surface’s object.
    The normalmap looks so flat, different than I get from the bake (hi->low), can be found in the blend.

    And here the original frank and the modified one (from me), and of course I have to remove every shape key.
    http://salvador.mata.com.mx/apricot/frank_hand_optimized.jpg

    http://salvador.mata.com.mx/apricot/frank_back_optimized.jpg

    http://salvador.mata.com.mx/apricot/frank_opt.jpg

    http://salvador.mata.com.mx/apricot/frank_optimized.jpg

    http://salvador.mata.com.mx/apricot/frank_prop.jpg

    here the blend (sorry for the file size)
    http://salvador.mata.com.mx/apricot/Frank_mod.rar

    Well this is only a suggestion, I think if the models are optimized the game will work even better on more PC systems.

    I know that apricot will use peach models for fast development but I think they should be modified or adapted to video games

    And good work, animations looks very good! 🙂



  14. venomgfx on

    Mataii! we’re putting our hands in your model now, that helps a LOT!

    And reviewing the animations as well.



  15. Nate on

    the video was set to private should be fixed now.



  16. Mataii on

    Thanks Venomgfx!! 🙂
    And sorry about double posting :S



  17. blengine on

    Yeah, Mataii, great work.. I didn’t expect that kind of help but it’s much appreciated. We haven’t had a chance to sit down for a few days and do some optimizing, so this helps a lot, and heck of a job too. You are the master optimizer.



  18. Mataii on

    Thanks Blengine 🙂
    And thanks to give to the community the opportunity to collaborate in some way in the project 😉



  19. Thomas on

    Someone with more skill than me should make him pull out a hat, a wand, and tap-dance!



  20. Happyzippy on

    Nice to see blender developing so fast with this game, Great work!!!
    Hope I’m not too late with this animation

    File: http://www.esnips.com/doc/d6118eaf-d63c-408b-b9f0-bc47ee6ac348/frankanim

    AC: “Frankie_ilde3” (Hurry up)

    — Emil
    gecko3d AT gmail.com



  21. Luis on

    Hey! This is an idle animation titled “Scratch Sniff and Wipe Away”
    Take a peek and let me know what you think.

    -Luis
    Lourod10@msn.com



  22. Luis on

    Hey! This is an idle animation titled “Scratch Sniff and Wipe Away”
    Take a peek and let me know what you think.

    File:http://www.esnips.com/doc/aba526d8-3666-42d2-a79f-1351e287057c/frankanimidlescratch-sniff-and-wipe-away_LuisA.RodriguezIII

    AC:”frankanimidle3″

    P.S. Sorry for previous post without link.

    -Luis
    Lourod10@msn.com



  23. Marcus Feital on

    This is my attempt to help! First animation using Blender! 🙂
    I miss some of that old long-time-idle animations, so here he is falling sleepy and then waking up ready to defend himself! It is a little rough on the edges, I may return to it to exaggerate/polish some parts.
    Hope you like!

    [url]http://www.sendspace.com/file/l9rab5[/url]

    Cheers,
    dEspadas (Marcus Feital)



  24. blenditall on

    I guess this would be considered an ‘idle’ animation. It’s Franky looking around a bit.

    Movie: http://uploader.polorix.net//files/1249/LeftRight2.mov

    File: having uploading problems. If you want to use this, email me and I’ll send it to you.

    Hope I’m not too late! Game looks great so far!