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Posts
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Posts posted by Alexandermb
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Moved slightly backwards the right leg the left one is fine otherwise in the animation will look rigid in that leg
here is the mod folder with the latest update including the 4 basic variants for the horses for easy handle.
Horse_new.7z- 1
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They have walk1 and walk 2 and some walk 3 with a Little difference of speed.
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@stanislas69 maybe try similar to humans walk speed 1=a+1 2=a 3=a-1 or i should make another animation where the croc don't move the back leg's and just swims
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Removing 2 extra bones on the back legs i got this @Sundiata this is what you mean?
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Fixed the blocky butt i only had to remove 2 bone influences now for the other think i will need maybe some drawed line to see what i need to do. I had to remade the galop animation so as you can see the chest think popped up again.
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Test this one ingame and take screenshots ingame for a better look.
Horse_new.7z
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The most that can be fixed whitout making the armature deform randomly
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I exported the new ones and they look good with the rider above. I would upload gifs but it looks better ingame so later i'll upload the mod zip updated to see what you all think.
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3 minutes ago, Servo said:
Nice to learn how horses or maybe most 4 legged animals walk or run. Looks like in Phalanx video the horse walk or run is like a human walking/running or stepping. One foot on the rear is balanced by the opposite side foot on the front and vise versa. Kind of natural feeling to balance their pacing.
Nice animations and videos, hope to have this next Alpha. Would there be toggle to have a walk or run movement? I hope so because IMO pacing has something to do with unit mobilization.
i saw other video wich say's front leg's are the same movement as a human, but the back legs are like an ostrich
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Right back leg
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btw @wowgetoffyourcellphone you were talking about made new uv layout and some other things made apart (saddle? straps?) if you have in mind new prop points tell me so i'll add them we already have this props: Crest, Front Armor, Saddle, Rider, and i added the shield point in the left leg
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@Phalanx thanks for sharing and don't worry i don't want to deliver a weird horse animations, i'm on the same side as you i know nothing about horses and yet after looking closer this week i had to add 4 more bones to the legs to make the walk look of a horse, the only one that doesn't fit yet to the 4 new bones is the galop animation the patterns are very helpfull so i will use that one i was using the same refence images but they were pictures only.
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Testing adding some bones in every leg will keep trying until get it (Not 100% finished yet) also added the bone tail but din't seem to change something i will try removing the helper
Here's a frontal look i look carefully to avoid clipping- 4
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@wowgetoffyourcellphone fixed any other suggestion ? i got most things looking good
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Also rename every bone with the name of the target mesh for example: Hammer guy > HG_<Bone name> or whatever you like to name it, but don't use Finger_R only or may break other skeleton using the same bone name so this way you avoid breaking other rigged skeleton you are going to use.
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Roman Cavalry will use ready variant's for keep the disciplinary roman style.
Spoiler
Spartan/Mace Cavalry reverse spear variant
Spoiler
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9 hours ago, wowgetoffyourcellphone said:
I don't know if you've done this yet but the horses themselves should have their own variant files. Yea or Nay?
art/variants/quadraped
i'll add them when everything is verified and timers are correct.
added reverse spear variant and crossbow variant- 1
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Update: some cleaning and blender files @stanislas69 i'll be adding crossbow cavalry animations soon for the TM cavalry included Elephant riders animation in the mod folder
Mod with files
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Horse_new.7z
Blender horse file with helpers -
New_Horse.7z
Rider animations with helpers - Ridder_animations.7z
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Horse_new.7z
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27 minutes ago, stanislas69 said:
@wowgetoffyourcellphone wouldn't it be weird though to have both like one looking better than the other ?
They would need maybe more round edges and some polishing
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For that may need something like a Crowd control system wich manages how the unit will react to the lasso, otherwise we will be having cowboys like nomads catching the wind if you mean the lasso showed in some thread back when the rider pulled the neck of the infantry and also will need attack motion
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3 minutes ago, Lion.Kanzen said:
Crossbow cavalry?
Yes indeed i was waiting for @stanislas69 approval for rote horse update for make the same i did for infantry
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Any desired features for horse/cavalry infantry?
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Just now, Lion.Kanzen said:
Según entiendo la visión del caballo no es may aguda, ellos solo ven sombras, no es un a visión binocular.
Eso lo acomodé y mantuve la misma animación que usan los caballos actualmente.
===[COMMITTED]=== Amphibious animal swimming animation request
in Completed Art Tasks
Posted
i got some things to do today at least until 6pm after that i'll fix the animation asap