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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 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.
  2. 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
  3. 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
  4. @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.
  5. 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
  6. @wowgetoffyourcellphone fixed any other suggestion ? i got most things looking good
  7. 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.
  8. Roman Cavalry will use ready variant's for keep the disciplinary roman style. Spartan/Mace Cavalry reverse spear variant
  9. i'll add them when everything is verified and timers are correct. added reverse spear variant and crossbow variant
  10. 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 Horse_new.7z Blender horse file with helpers New_Horse.7z Rider animations with helpers Ridder_animations.7z
  11. They would need maybe more round edges and some polishing
  12. 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
  13. Yes indeed i was waiting for @stanislas69 approval for rote horse update for make the same i did for infantry
  14. Any desired features for horse/cavalry infantry?
  15. Eso lo acomodé y mantuve la misma animación que usan los caballos actualmente.
  16. if they are going to be committed then i will be proceding to clean and adjust i had some things to do before uploading full but i was waiting for approval and opinions and also i will try a canter animation for chariot horses.
  17. Add scaffolding's to upgrading turrets/structures and for hybrid units maybe a switch animation for unit's like the chinese archer/swordsman in ROTE ; for example: if the unit is switching from sword to bow , put the sword on the sheath and grab the bow (if its in the back) and add the same upgrade time as the animation
  18. in any case i still have the blender files for everything so it can be checked, modified, used, etc.
  19. I didn't understand, what is exactly needed in the gastraphetes?
  20. this is what i found and at i see what enrique's had planned for the spearman cavalry but also i notice he used the horse mesh as he uploaded to the public folder, the same size so the one i edited is bigger the size will be a problema in the future?
  21. If its possibly i like to see how enrique's made horses animations i want to improve the ones i got and deliver something enrique's would do, specialy death animations.
  22. i see, thanks in advanced mostly is for try injury look like now that we see in alpha 22 kart damaged variants i got the idea of try injury look like for units as seen in Black and White 2 but also for try making the units more realist, because the whole animation pack enrique's made its pretty good but the relax animation at least in a battle scene doesn't fit to me so my plan is change the combat.approaching animation for walk_ready type if enemy is withing X range use idle_ready otherwise keep using the relax variant for natural behavior.
  23. I have a question about the UnitAi components: After reading for a while the file i found that every resource have a subdivisión "gather_" "carry_" and the walking orders are divided by "individual.walking" and "individual.approaching" for combat, so in this case it would be posible to define different types of walk_; run_; idle_ animations ? i want to know so if its posible i could try bring injured walking animations and could use the ready variant when using the "combat.approaching" state
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