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Alexandermb

0 A.D. Art Team
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Alexandermb last won the day on December 28 2019

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About Alexandermb

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    Blender Guy

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    Venezuela

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  1. Not necessary, have an example of automatic weighthing: This is a mesh and armature im doing recently so haven't been tested in Atlas: Droid tip.mp4
  2. You mean parented but not connected ? Keeping offset. Yes they can, keep in mind what @Stan` mentioned about names. IE if my unit armature has Foot_R and your armature has Foot_R only one of them will work. However they can have a prefix such as Unit_Foot_R and Bear_Foot_R will work together. Also mesh needs to have every vertex weight or group event if it's influence it's 0, or the mesh wouldn't recognize in-game the armature bone.
  3. Good to see some love for the old forgotten Iberians. Lets hope for my baking break ends soonish and do their shields. Now they only need a building retexture since some of the texture quality are pretty bad even from distance because of the resolution or the vision it was worked in that time.
  4. i have planned to do shields for iberians someday with the same wood texture of roman shields and leather cover. Im just taking a break of baking.
  5. i used to be an adventurer like you, but then i took an arrow in the shoulder...
  6. Just told @Alexandermb to fix it, said its committed already.
  7. New camel and rider animations uploaded. You can start adding new camel unit variants to your mods.
  8. @lukamas might want to showcase it on blender and later go straight to Atlas when finished.
  9. Nothing, mostly animations i've changed was melee sword/spear attacking animations adding more motion/smooth transition. Wow is right, it probably would be an updated but not uploaded blend file. Would it be better replace melee attacking animaitons with "Static" and by static i mean remove the front step motion from the overal animation. i like The hoplite gif aswell the front step make it looks like a Gif being played. Wich was the first rule i kept by making melee animations following as it was before.
  10. included enough animations for Swordsman, Spearman, Javelinist, Archer, Lancer. Shield and No Shield Variant. New Death animation, new sitting idle animation for fauna camel. Overall improvement of the camel animations and mesh fixing some issues such as gathering meat legs being broken. Will notify when i upload the files.
  11. Yep, usual javelin throw animation isn't accurate for heavy shields such as thureos or aspis wich make this clipping happens. I need to make some test on a new throwing animation for heavy or long shields for fix it. The pillum throwing helps but i need to do something like that but whitout the front step motion.
  12. Been working slowly on improve Camel animations and armature with the new knowledge i have been gathering with animations since i've did my first updated with the camel. So far i've reached enough material to only update camel but i want to deliver the camel with at least melee animations for modders and main game if its possible. I need you guys to let me know wich factions could make use of a melee 2H spearman or Spear+Shield camel cavalry to make at least a placeholder entity and test it. @wowgetoffyourcellphone @Sundiata @wackyserious @Genava55 @Nescio @Lion.Kanzen Only the factions and the visual reference, not the history behind them because im very limited with internet and can't read often the forums too much crash and loading times for a single page.
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