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Stan`

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Posts posted by Stan`

  1. Yes, but it involves new animations too. That is because the models do have a completely new rig that allows for better (read: more natural and detailed) animations. The old ones are really old and I believe the rig wasn't really supported anymore (but I'm not entirely sure about the latter)

    Actually the latter is not true. When I managed to get the armature in Blender, Enrique was able to make new animations, (ie : fishing guy + Testudo anim...) We basically can use the new unit meshes and the old anims. Enrique wanted (wants ?) to get rid of everything and start from scratch, therefore he made new rigs for units (ie : see my archer thread where the guy is opening the hand. Typically, you couldn't do that before, because hands were only one bone).

    Really, i don't much care about natural animations just as long as the units aren't gliding across the field walking into people and magically killing them.

    Even that need new anims. At least walking, running, attacking (one handed, two handed, spear, archer, slinger), dying + gathering (wood, stone bush fish etc.) I am the only one I know of that is working on it, and my work doesn't meet the required quality. So I believe we will stay with old meshes, at least until april, if not June.

    Some people do though.

    After playing the settlers you can only do :P

    • Like 3
  2. First thing I see is that the elbow is too high the action should parallel to the ground and is therefore much easier on the skelet/muscle system and a smoother motion. Have look at some over the Mongolian videos again watch the start of the draw notice that the bow is high and lowered as the arms separate with the bow arm straight forward the string arm naturally bends at the elbow parallel the ground with the wrist in a lock just below the jaw which places the string over the right eye so you can aim the darn thing ;) Hope that doesn't come across as sarcastic but it is as an instructor once hectored me with a long time ago.Try to set some key poses the work on the tweeners by adding some constraints been doing a bit of experimenting myself with makehuman/blender-cycles rendering just a lighting test so far will share when it's ready :)

    Enjoy the Choice :)

    I always had to make my elbow go that way when I was an archer. Also when shooting when no visor, I had to draw only to the eye... Plus I would like to know if greek archers shooted like mongols ^^ I'll make a new variation

  3. Well yeah, that's a start. The stance is pretty wide and your archer really shouldn't break line of sight with his target. A well trained archer should know how to reload his bow without looking. You could try looking at eastern/western follow throughs for after shooting an arrow, it could be as simple as holding the bow up for a split second after shooting

    also, irrelevant, but I have an excuse to post this

    attachicon.gifclip0017.gif

    ha

    but somewhat related, you could animate the bow too if you're feeling ambitious, just have your keyframe percentages between set up shooting and follow through sync up to the bow's.

    unicorn longbow's normals are inside out

    eeeh

    I'll animate the bow if it gets into the game :P I attached my reference. On your pony one they actually look down, are ponies bad archers ? :P

    The biggest difference with the Mongolian draw is the use of the thumb instead of 3 fingers to draw the string - note in the Manchu archery video, the thumb ring which is used to protect the thumb. Of course, that's not going to show in the game animation.

    Well we don't have Mongols for now. But if you look closely at my anim you'll see that the hand is opening. Therefore, adding a ring to the thumb is easy, and we could do it.

    Mon film.mp4

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