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Everything posted by Alexandermb
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Probably not, they are far more difficult to animate and may end forgotten like bear wich already has some basic animations but yet haven't got any texture/norm map So far my only success in animal animations was the horse and still can have some smoothing tweaks on it.
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@Sundiata sadly for cavalry i can't use longer idles than 60 frames, since this would end in broken animations switching inmediatly one for another breaking visual. Maybe this would be possible after implement turret. @Stan` if turrets are implemented, also may be good to consider each horse in chariots and trader carts as another entity. Only as entity i don't mind if they still have the same chariot HP as a single entity but it could fix the sync bug of each horse playing the same idle, the same walking animation and the same death animation at the same time. Same could be applied to riders, if each one is considered an entity maybe this could give us the chance to have longer idles for riders and horses since they will be another entity.
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@Stan` i've renamed the animations from _a to _0# in swordsman and spearman animation, can you check if something is missing or went wrong?
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` added the 5% white background to every texture. Gonna see if can get more designs for extraordinarii and will be done for the main game infantry. Will see what can be done for the marian legionary scutum. -
@Sundiata you can share some opinions and references if kushites may have another "idle" like gauls, you are the most appropiated for reference them visually in their life time.
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@Stan` fixed the 3 hoplite, but for fanatic: The new idle i've done for the gaul/brit spearman is relatively similar to hoplite idle but less "straight" similar to reference posted before so it works for how the fanatic is already: Should i use it for the celtic spearman and leave it as base for the fanatic?
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Reduce shadow quality or even disable it, i only have 1GB Vram with HD 4000 and that causes a lot of lag in my laptop.
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Fixed, im making a mod file and lastly a diff. patch with the ready variant updated and see if we could implement it for infantry.
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Proceeding now with the hoplite animations tweaks and renaming.
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Fixed in last commit.
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In case the civ doesn't have it you supress it from the civ builder (cases like all infantry_b) and in the data/civ skirmish_replacements with the default turret, avoiding the ia goes crazy looking what to build in replacement.
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Gonna proceed to commit the latest changes of animations on the pikeman. Stay aware that pikeman variant is now renamed from pikeman_base to base_pikeman_relaxed for follow the rest of the variants and also added the ready variant. Animations renamed from idle_relax to idle_relax_0#. attacking_melee_a to attacking_melee_01
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I may be wrong because i havent seen the icon closely, but the stones in the icon looks like cannonballs. Or maybe is just me. But anything else looks pretty good.
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It looks like it nerds a little bit tilt backward. The height is fine.
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Moved upward the sarissa a lil bit: Yes, they longitude makes them complicated to use with a single hand or the tip will be dancing instead of hitting a target. Same while moving, controlling with a single hand such spear would be difficult so i placed the sarissa resting on shoulder.
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Following the references @Sundiata posted made a long idle:
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Re-enactors show what i've mentioned, they rest the sarissa in the shoulder or hold it with two hands. Some of those idles are good for long version.
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@Stan` used the same animations of the hoplites for the pikeman with slight tweaks to make the sarissa heavier. (don't used the long cleaning animation) i wonder if i should change sarissa walking to 2 handed instead of 1? i think a 2meter spear not because its weight but because of the lenght it should be annoying to hold with 1 hand unless it rest on the shoulder. What you think? @wackyserious @Sundiata @Lion.Kanzen @Stan` Pikeman_Base variant will be renamed to base_pikeman and replaced on every pike unit, (Following the rest of the variants names)
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Rotated the body slightly to make hip face front view: Btw the hip must be tilt like that for make the legs have that position (one straight and the other bend)
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i've done this before, thought in this case it could be used for long idles, both hands have either sword, bow or shield. Same in this case, the shield being dropped can't be possible as long as blender fix the flickering shield after being dropped.
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Gonna commit, the new pikeman attacking animations + gaulish idles. Here a sneak for the upcoming barbarian idles long, (This is more taunting):
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Gaulish idles Done. (Named _0# for start the new naming convention for animations). Note: Managed to get smooth transition of idles using a 10-20% similar final frame bone positions in the frame #54.