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Enrique

WFG Retired
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Everything posted by Enrique

  1. I must say this map is already looking awesome. Good work.
  2. Thanks, updated. But boar is not done, and if there's one in the game it needs a new model and animations. The pig form is different enough from the boar to have its own mesh, but I think they can use the same armature. Cleopatra's plans are in cleopatra's thread. Please, refrain from posting things not related with art tasks in the thread so we can keep it clean. Thanks.
  3. Micket, Strannik, The wolf is already commited I had some headache making the skeleton.xml but now it's in and working nice. Good work guys!
  4. My bet goes to hard work and practice... there's no secret.
  5. Those are already in the egyptian statue set I made a while ago...
  6. It's more than enough. I've been thinking if these animations with the same armature could be reused for a new dog mesh/meshes for britons... we'll see. I hadn't much free time lately, but I'll take care of creating the skeleton.xml for the wolf and commit your animations. Good work once again Feel free to jump into other animal's animations if you're in the mood. Like the Zebu for the Ox cart for example *wink* *wink* Although I think IK setups for legs and tail would make the animating process much easier for your end. I can help you to set them if you need it (it's quite easy actually and saves lots of time)
  7. The rotary thing could be done before. Its new unit animations what now is possible but it wasn't before.
  8. No problem, Just pointing it out in case you didn't know and you think it may be useful for your workflow. I'll append all of the animations into one blender file to upload it to the public art repo, so it's more organized in one file, but if you're more comfortable working in different blend files is OK too. All of them look great and game-ready. If you're not happy with idle01, feel free to change it and upload the finished file, I'll get it in-game.
  9. IIRC baking to the cache is only available for physics/cloth/fluid/particle/smoke simulations and such, baking an armature action just inserts a keyframe on every frame with each position of every bone. So you remove the keyframes by hand or start the animation from scratch.
  10. I just took a look at them and wow. Top-notch animations Strannik, really good stuff. And you pulled them off without any IK setup or fancy stuff. Since the animations are all done with forward kinematics setup, I think there's not need to bake all frames, which means smaller animation files (I have to test it first though) You may already know this, but I'll mention it anyway. You can store several actions for the same armature using the actor editor. This way you can have all the animations in the same blender file, which can be handy if you need to reuse any pose, make small animation variations or just to have everything more organized. I made a short video of how it works (you can append the different actions from the different blender files you attached into the same blender file too)
  11. You can make a building with the visuals of a tree, use garrison to hide the unit in there, and use the garrison and attack states of the building to show an animated unit in the tree using the prop system. If you want the unit to jump from tree to tree you'll need further coding
  12. Hey Strannik, Sorry I missed somehow your previous post. I'll take a look to the files soon when I get home and give you specific feedback EDIT: Its always better to post blend files sice exporting animations is fairly quick and is easier to check them in blender before exporting to .dae and setting them up in.the wolf actor
  13. That's a nice way to get the origin of the object in the perfect center of the handle. Just remember to snap the object to the origin of the scene before exporting to avoid offset placing in the engine
  14. That animation rotates the whole thing! and it doesn't rotate evenly... it goes underground and gets crooked :/ The bone called "donkey" rotates the base in that crooked fashion. In addition, if you're posting the blend file, you don't need to bake the animation, its impossible to modify the animation that way. This is not usable in this state.
  15. Wrong. Prop bones do not record animation.... Name them whatever you want but not "prop-". You'll need to add a skeleton.xml for the balls armature, and use the root to attach them, or whatever the center of the animation is.
  16. I'll take care of the medallion and the head. Making it a mesh and conform to the animations is tricky. The texture isn't finished though, the skin tone doesn't match the head.
  17. In edit mode, move all the vertices of the sword until grip is in the origin of the scene, then exit object mode. Shift+C - Centers the cursor at the origin of the scene. Ctrl+Alt+Shift+C - Opens a menu related to the origin of the object, select "Origin to 3D cursor" (which is at 0,0,0) This way you have the object's origin in the correct place, and the object is ready to be exported since it's already centered.
  18. I answered his question, he was asking about the ball, not the hands. It needs a separate mesh. @Lion: ???
  19. No. If the ball is not animated with a bone it will not work. Object animation data do not work in the engine, only bone animation data.
  20. You can do anything symmetrical in a 3D program.
  21. It can be done. But I don't know if it will make it more visible until I see it.
  22. Neck is unconnected to the spine, missing ear bones, the spine bones should not get into the hump... just follow the real skeleton of the zebu. It was you who linked me to this image? There you have some good guidelines for the bones.
  23. Tienes que reemplazar "testmod" con el nombre de la carpeta de tu mod, a no ser que "testmod" sea el nombre de tu mod. En este ultimo caso necesitaría más información.
  24. Hey, looking good. Jewels look nice, but you should increase the saturation to be more noticeable. And remove the eye makeup or make it less pronounced. IMO it looks creepy in the in-game screenshot. I'll take care of the head (I'll make her a custom one with better UV) and you take care of the body texture.
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