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Alexandermb last won the day on May 9

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About Alexandermb

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    Venezuelan Gaius Iulius Caesar

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  1. Already done, i've been working in some animations and took as example gathering ones (Mostly for recover the practice of bodie animations to start working on this) i have also a Log chopping animation, a new woodcutting, and a foraging/gathering meat. Also, got a stone trowing animation for @wowgetoffyourcellphone made in the file, same as he explained Gather stone from the floor and throw it.
  2. Remember Blender 2.80 only need to export whitout baking so its easier and faster now. Beside i can save a blender file with some basic assets like Tools, some weapons for animations preview.
  3. Most of the work is take back all animations into a new blender file a cleaner one, organize it and export it all over again, including bodies, animations, capes, coifs Copying the animations isn't just import the animations back in the blender file, to copy them we must copy the "Keyframes" from one file, and in the same blender program instance paste them inside the new file. Or could be another way i just thought but haven't tried yet: Since some of the animations are spread by blender files and some of them are kinda annoying to export, Maybe it could work import the animation inside blender, select the mesh and delete the unused 3 extra vertex from the mesh and re export again, Only if it doens't break the animation.
  4. Hello 0.A.D. Community, i open this task for have a log and a workplace for an important fix of the game units meshes. The problem was reported by @fatherbushido: So this is a new space for re-export ALL the infantry animations once again for avoid having problems in any future. The animations will be show with the next schema: Red: Need to export Green: Exported Yellow: New Addition´╗┐ Categories: Gathering Swordsman Spearman Archer Javelinist Crossbowman Halberd/2H Axe Claymore/2H Sword Civilian ... I theres a desired animation add it in this topic so i'll add it to the list. I will made a github repository for keep all the animations in there since i'm constantly moving from my home to another place for always keep a backup and also let the community use the files if theres a new adition. Space reserved for the animation list.
  5. Thats Nice! Could it work with structures too? using height for make tall structures block vision behind them. Example: Infantry can't see whats behind the walls unless they are in a siege tower. Stupid question: if i garrison an archer in a outpost would it increase their FOV by Step 3 or it would just affect when entity is in a hill.
  6. Missed that one, attack_shield_b_cut shouldn't exist.
  7. Looking good! keep it up, i'll have for blender procedural metal shaders in case you could need later fo baking.
  8. Sorry i missed this post, wasn't committed. Its only the frontal area what you need or the full mesh? for reduce the amount of vertex if its necessary.
  9. Sounds good, perphaps use some of the motion of the slinger animation but replace only some frames.
  10. @Genava55 any advice to replace round shields on celtic buildings ?
  11. Mane don't have bones, i know its a thing nowadays to have fluid hair but mane is more a paint over the neck rather than a individual properly rigged hair with gravity physics. Too much high end gaming for a RTS .
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