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Posts posted by Alexandermb
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Just now, Stan` said:
Nice can you document that ?
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:
SpoilerFootage of the issue:
Spoiler -
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!
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34 minutes ago, Stan` said:
Sure send me the file, (sorry was playing in LAN at an afterwork :D)
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.- 1
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@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.
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6 hours ago, Sundiata said:
Man, Romans really need a special 4th tier... Imperial Phase... Mmmm... Ok, don't mind me, bye
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.
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Here a preview:
SpoilerNote 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. -
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:SpoilerCan also make it more faster and have more body inclination and make another running like shield charging.
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On 10/28/2019 at 7:55 PM, Sundiata said:
Hahaha, no problem. Alexander "Jiménez" mb looks way better now.
On 10/30/2019 at 2:13 AM, Lion.Kanzen said:Why Jimienez?
Thats the Caesar of my country, Betrayed by the senate but whitout the stabbing ending.
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Another one:
Spoiler- 1
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Another texture done + Gold Boss 2nd variant.:
SpoilerIts missing a detail in the middle both sides:
SpoilerI belive it should say something inside the rectangle? like LEGIO ? or not?
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Here a preview of how the wings are done (at least a part of it) using only modifiers and not curves neither handplace.
Spoiler -
1 hour ago, Stan` said:
No I meant the specular doesnt have to be b&w for the other one I could try to see.
Already done with the bronze boss:
Spoilerscutum_rome_imp_rect_boss:
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@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.
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1 minute ago, Stan` said:
Specular support colors
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. -
Just now, Stan` said:
I guess gold parts should be shinier than the rest.
It has a slightly more yellow/orange contrast compared to bronze, yet the specular has a different tint.
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Not Bad for a first try in short time:
SpoilerComparisson:
Spoiler- 2
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9 hours ago, Lion.Kanzen said:
Se ve raras esas alas como separadas las plumas. El del segundo.
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.SpoilerMy first design to do is this one:
SpoilerLater this ones:
Spoiler -
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:
Spoiler- 1
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Warcraft 3 Reforged Model Bandit javelinist 01 "brigand":
SpoilerWhitout holding the javelin in the sky all the time, all who plays it know he is a javelinist.
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Progress Update:
Spoiler- 1
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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:
SpoilerNote: Custom player color.
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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:SpoilerSpoiler- 2
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Fixed the latest mentioned in my SVN folder, im looking if any actor in the game use this ones:
Spoiler1 minute ago, Stan` said:As I said I can handle the texturing part if you can handle the animating part. I made the new texture for the bear so it does have a new one. I know you like to master everything from top to finish, but here I think it's better to split and have new animals that do not rot on the forums than wanting to do everything
Would be nice to at least have no stuck animal in A24, and even better to add some new ones
So far our stuck or "T" animals are bear and who else? Wildebeast got fixed with the zebu commit.
===[COMMITTED]=== Animations
in Completed Art Tasks
Posted
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:
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: