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Jos3BV

===[COMMITTED]=== New Animation (Work in progress)

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i'm out of the city and i dont have my pc here, i'll continue after return home. sorry guys, i'll send everything you need as soon as i can :D

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i'm out of the city and i dont have my pc here, i'll continue after return home. sorry guys, i'll send everything you need as soon as i can :D

Don't hurry :) When will you be back to make that game better and better ? :)

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Don't hurry :) When will you be back to make that game better and better ? :)

I'm only want to take my pc and continue making animations, but i needed some air at this summer -_- I'll come back, keep calm

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I'll continue this work whenever i cant. Sadly i cant put all my time on it now, but i'll try to make some progress.

I'm very sorry for the later update, soon i'll elabore why

Edited by Jos3BV
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I'll continue this work whenever i cant. Sadly i cant put all my time on it now, but i'll try to make some progress.

Thank you very much for what you have done, and we are grateful for all the help we can get, so don't feel as if you have to do everything. Do what you can, when you can, and others will do what they can when they can, and together we will make a great game ;) (And thank you very much for replying to PMs and not just disappear when you got busy, that's worth a lot on its own. There have been far too many who just left and couldn't be contacted, even just to determine that they were busy.)

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I'll continue this work whenever i cant. Sadly i cant put all my time on it now, but i'll try to make some progress.

I'm very sorry for the later update, soon i'll elabore why

gracias josé, tu trabajo es muy admirable. Gracias por ser parte de esto.
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An export to .fbx would be probably good if someone wanted to continue working on this without C4D. At least in Blender .dae imports are notoriously broken, and I hope it would work better with .fbx

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Well those anims were quite fine so they could be included directly. I found a nearly painless way of importing anims from max to blender

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How? Especially if you only have these files and no copy of 3Dmax at hand? It's nice that these work fine, but for expanding the set or modifying them an .fbx export would really help in the medium term.

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Well they were pre exported as daes the format we use. They were tested in game by Jose too.

For 3dsmax the process is shorter now that blender supports a bit more fbx

Trial versions exists and we cannot just say no to models. Also cinema4D files will be more useful than imported fbx in blends because that will likely mess up and that will lose all the IK setup and constraints of c4d during export.

Also you do not need them to make new ones as the original armature was made in blender by Enrique

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+ Build V2

+ Walk V3


i'm constantly looking for a good .c4d to .dae exporter, But there is not clear answer to that problem. i've seen that some people can do it with out any issue, the problem is they don't say clearly the way to do it.


i've already tried a couple, there has to be someway to do it. it's a matter of time.

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This guy at Youtube gives some tips on animating the shield units. I took a look at some of 0.A.D.'s units and they were mostly fine (esp. the horse units) but it's still nice to have this information in mind when remaking the animations.

Edited by yoreei
I meant to say "shield units"
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Yeah, it will be for good use for sure. 

It's more or less explaining almost the same things as the videos I posted on this thread too:

The wind-up movement he does will definitely be included in attack loops for the game :)

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Just now, Rahman 535 said:

how about this development?

Well is working I'm progress, but  the developenmt is slow, and we have lack  notifications about this.

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