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Alexandermb

0 A.D. Art Team
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Posts 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:

    1. Main concept sketch of the animation poses you want to achieve
    2. Adjusment of the bone positions and cleaning of the unused poses.
    3. use Shift + E between 2 key column to achieve a 50/50 bone positions between each bones, for achieve a smoother transition.
    4. 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:

    Spoiler

    High Stab.gif

     

    • Like 1
    • Thanks 1
  2. 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.

    Spoiler

    image.pngimage.png

    Before:

    Spoiler

    image.png

    Footage of the issue:

     

  3. 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.

    • Thanks 1
  4. 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. 

  5. 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:

    Spoiler

    Jog Ready Sword_Shield.gif

    Can also make it more faster and have more body inclination and make another running like shield charging.

    • Like 2
    • Thanks 1
  6. 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.

  7. 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.

    Spoiler

    image.pngimage.pngimage.png

    My first design to do is this one:

    Spoiler

    image.png

    Later this ones:

    Spoiler

    0b899485894acb9389e5e4f7d0a1ea89.jpgMW_1101062400_1.jpg

     

  8. Fixed the latest mentioned in my SVN folder, im looking if any actor in the game use this ones: 

    Spoiler

    image.png

     

    1 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 :D

    So far our stuck or "T" animals are bear and who else? Wildebeast got fixed with the zebu commit.

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