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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Making off a high stab animation: Part 1: Main Concept Part 2: Trying to clean the frames while being constantly interrupted doing the animation. Part 3: This animation was purely done with imagination and looking only the blender file. Hope this could help others while doing animations, specially atacking ones being this and death animations one of the hardest to achieve. Steps: Main concept sketch of the animation poses you want to achieve Adjusment of the bone positions and cleaning of the unused poses. use Shift + E between 2 key column to achieve a 50/50 bone positions between each bones, for achieve a smoother transition. Enjoy!. Keep in mind that i try to follow both Realism and Actual attacking animations motion with the tecnical limitations that come with both blender, armature, and 0 A.D. Engine. Gif of the final animation:
  2. Sometimes those bug fix by themselves with the blender releases, however this was caused by a constrait of the hand with the IK bone (IK: Inverse kinematics for those not familiarized with the ik) a hand was copying the rotation of the IK for make the work easier, but also the IK was copying the rotation of the hand, so it was a loop wich at the moment of exporting or baking it take it into account even as disabled. Before: Footage of the issue:
  3. Yay! The bug i've fixed for the hand/foot was also the problematic with the shield being dropped. Shield dropping animations are possible now! they no longer move!
  4. i'll send you the files after finishing the tweakings. i've found one of the glitches and fixed it (on blender) New jog animation for both relaxed and ready state, in the current state, jog relax looks very similar to the rats dancing in "Ratattouille. And Jog Ready is unused since the beginning of the unit update before i re-exported all animations.
  5. @Stan` i will commit two animations and some variants change, please can you check if jog_relax_Shield_arm causes demo_unit crash again? i had to delete a bone and place it again because it was being bugged.
  6. Speaking off, since Rome champs are itallic why not gave them marian legionnary as champions and use extraordinarii as another building for mercenaries? Similar with kush nuba camp. Along with any other itallic allies mercenaries.
  7. Here a preview: Note the difference between that animation perfectly sync with the movement speed. compared for example with slingers or any other who has or had any walking animation when their natural speed goes beyond jogging. Realism Vs Not Caring about animations.
  8. I like the walking ready animation of the swordsman, however the animation isn't very suittable for the speed of the champions. It suits more a formation walking or slow sneaky walk. So i just done this for the ready_swordsman variant: i took the assault rifle jogging animation i've done before and tweaked some of the bone keys to match an ancient era heavy scutum: Can also make it more faster and have more body inclination and make another running like shield charging.
  9. Thats the Caesar of my country, Betrayed by the senate but whitout the stabbing ending.
  10. Another texture done + Gold Boss 2nd variant.: Its missing a detail in the middle both sides: I belive it should say something inside the rectangle? like LEGIO ? or not?
  11. Here a preview of how the wings are done (at least a part of it) using only modifiers and not curves neither handplace.
  12. Already done with the bronze boss: scutum_rome_imp_rect_boss:
  13. @Stan` i know theres a material called "objectcolor" but i wonder if it can be applied with parallax? because in some cases maybe the shield should just remain in one color for specific cases like preatorian guard and those things.
  14. Yeah thats what i meant, i just discovered that in the seleucid pikeman_e shield while doing the golden variant. Thats how i achieved a better specular map and less rubber look on the bronze Helmets/Greaves. Also can be appreciated in the bronze boss of the hastatii and advanced/basic triarii.
  15. It has a slightly more yellow/orange contrast compared to bronze, yet the specular has a different tint.
  16. Not Bad for a first try in short time: Comparisson:
  17. Si te refieres al ultimo sep, sin embargo hay varias variantes dependiendo del artista que las colocan separadas, a veces juntas, a veces en otro angulo. Decidí hacer la que me permitiera blender para mantener la curvatura. Starting with Rectangle Scutum: Base shape done: Has a slightly small gold Rim. My first design to do is this one: Later this ones:
  18. Since the rome_champion_4 use the same scutum marian, i gave the marian shield to the centurion and leaved the winged one only for the legionary:
  19. This 3 Legionary Scutum are Done: Maybe i should do this Caesar shield version aswell:
  20. Warcraft 3 Reforged Model Bandit javelinist 01 "brigand": Whitout holding the javelin in the sky all the time, all who plays it know he is a javelinist.
  21. isn't the exactly same number neither the exactly same design as the reference but this is what i could achieve whitout struggling too much in blender: Note: Custom player color.
  22. Still WIP but here comes the start of the marian scutum: Normal maps haven't been applied properly for the whole shield base. Need to bake the normal map and diffuse for the iron rim in the spina following a reference:
  23. Fixed the latest mentioned in my SVN folder, im looking if any actor in the game use this ones: So far our stuck or "T" animals are bear and who else? Wildebeast got fixed with the zebu commit.
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