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Alexandermb

0 A.D. Art Team
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Posts posted by Alexandermb

  1. 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

  2. @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.

    • Like 2
  3. 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

    untitled.gif.cd59276c2015949d001cee92e05cce6b.gif

    Here's a frontal look i look carefully to avoid clipping

    image.png.9bdab03c82dbed8821f15523de490a0a.png

    • Like 4
  4. 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.

    • Like 1
  5. 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
    image.png.e1776166af042366f94678fd1b0da3fe.pngimage.png.93b88477fb74321bffe83451b4cacb38.png

    • Like 1
  6. 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

  7. 6 hours ago, Servo said:

    4. Gastrapetes/crossbows have very big weapons. Shouldn’t it be like the loaded arrow be shown.

    I didn't understand, what is exactly needed in the gastraphetes? 

  8. On ‎23‎/‎1‎/‎2017 at 6:06 PM, Enrique said:

    More info about it:

      Hide contents

     

    Please note, ALL animation information gets recorded in the bones and we can start the simulation on any pose (so it can also have manual driven animation like puting the hands in the throat or where it is supposed to be hit etc..) plus it can be tweaked after converted to frames. This will save me TONS of time of manual animation for deaths variations.

    I had to spend a lot of time on this but it's definitely worth it. I got really frustrated after attempting numerous cavalry horse animations that weren't achieving the quality I was looking for, but I think we can get really nice results with this. So only attack animations are left for cavalry now! :)

    I hope you got a laugh watching de video :D

     

     

    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?

    • Like 1
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