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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Objective achieved! New Cavalry death animation done!
  2. @Angen may want to hold the fixes to rider capes since i've replaced all of them with the same way of infantry but with new variants.
  3. @Stan` found a solution for capes with ranged attacks: ranged variants will have to include the attacking animation in the main variant as well as using the secondary variant in order to let the main actor decide above the cape wich attacking ranged choose from, being it archer hip or back or javelinist.
  4. After a very long variant's cleaning for all horse related actors ended with this result: Horse props such as hair or blankets now properly supports multiple variants with different movement animations and/or idles. Horse props such as trader or fauna no longer are required, neither their variants so a lot of duplicated files will be deleted. Breaking changes: Horses variants in order to work just like capes work now for infantry they require to have the id tag exactly as the prop tag ie: Where it used to be <variant name="Idle"/> now it needs to be replaced with something like this: <variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/> Here a list of the variants: As you can see, theres no longer required a "horse_swordsman" since it doesn't make any difference spearman from swordsman, so it is now related only to the walking animation Currently movement animations (Blend file have some more): Horse_Walk. (Used in trader horse) Horse_Walk_Relax. (Used in fauna horse) Horse_Trot. (Used in Cavalry horse) Horse_Pace. (Used in Champion's horse) Horse_Gallop. (Used by most of horses for running) Variants were usually placed in biped/ folder being them a children of another variant placed in biped/rider/cavalry. In order to reduce amount of files in biped/ folder and also reducing redundant names All riders variants will be moved to biped/rider/cavalry folder for have a cleaner biped/ folder. List of variants so far for melee cavalry: The main objective i had in mind was to standarize rider capes just like done with the infantry for have less annoying cape folder, but one thing led to another and i've ended fixing the initial bug we had whitout knowledge for the horse props. So for be less specific: Fixes/Changes: Horses now are able to handle more movement animations whitout duplicating props wich wasn't possible before. Less variants files for horses and riders. Less actors for horse props, less actors needed for capes. Added xml header for some variant's wich didn't had them before. Improvements: Better visual looking attacking melee animations. Better visual looking attacking ranged javelin animatios. New walking animations for horses. Stored in blender; Charge attacking spear and sword animations, Attack ranged with bow while moving.
  5. Now we need the function. However im not sure if the animation will work like that because the attack time is around frame 20 or 22 in a 40 lenght animation. If the function is added, there should be a new tag for choose when it should be played animation to sync the impact moment.
  6. All melee new attacking animations are done.
  7. Playing around with the time i have been animating and looking for a smoother animations got this 3 for cavalry attacking: Frame lenght are 40 for the 3 animations. Doing cavalry attacking animations is quite hard because every reference is a combat in movemente, there is not a lot of stationary figthing animations like it is in RTS games like AoE, Empire Earth, Even Warcraft 3 Reforged but they went too lazy with cavalry and only added 1 attacking animation. At least this have more movement for a battlefield showing a more scared or lets call it a more reaction-like horse compared to the actual attacking wich is good in some animations and bad in others. Note; Spear is just for reference, two handed attacking animations haven't been done yet.
  8. Umh, maybe deleting the whole event but i guess that would also get them unsync. Why this only applies with this actor in particular and not with every single prop we have sync? like horse peytrals, hair, Even bows should play double sound. Something is different. If issue persist, actor or variants should have another Tag for Sound or disable anything that could cause an issue if duplicated. @The Undying Nephalim Can i have a look at the actor xml files please? only the actors, (if the whole item with template are included of ccourse it will help but i just want to have a look at the actor and see what is different from any other synced actors).
  9. In order to have some material done, First charge attacking with spear:
  10. Do they have the same starting frame, frame lenght and FPS (24 or 30)? If that so they should be sync deleting event but all of them shouldn't have event so maybe placing the event on an empty prop whitout animation. Haven't faced this problem yet but sounds like an issue in a future for other actors.
  11. Well, im actually ignorant on the variants too because i just move a bit the variants until i found the proper order and naming tag to match with the actors in atlas. for example in this case: First when i've updated the actors in the 2nd horse update all mane and tails were unsyc because the movement of the cavalry was overwritting the trader movement. This first happend because of the base_horse_mount variant using "walk" tag so trader horse variant was using is own "walk" animation too but also being a children of horse mount so MountVariant > TraderVariant overwrited. So i've removed the horse mount movement animation and placed it on each variant making also the "fast" using pace animation instead of troting. This means that we can't make X variant have a different movement animation being X a children of Y wich also has a movement animation. So X doesn't overwrite Y, X isn't being taken into account. So we can make a guide for variant makings following this order: X: Generic animations that doesn't require to be different. IE: Death. Idles if they are generic. Y: Specific Animations that are different per actor IE: Walk, Attack, Idles if they are like new infantry idles. Second problem was my variants being separated by a group each one of them: Before: After:
  12. Adjusting the actors and props found why i had to do trader hair separated from cavalry hair at first place, and found a solution so now we will have less actors needed for horses and will be possible to have different movement animations whitout duplicating props.
  13. Actually thats the one handed spear animation, the 2H one is this: And the variants:
  14. Who say it was going to be cheat? ITS CIENCE, maurya will have them and will overpower all the succesors. End of the message.
  15. Now we need an elephant unit carrying the maurya double decker tower, carrying elephants, carrying the double decker tower, carrying the elephants again.
  16. Pace or trot i don't recall how it was called: I've plan to introduce this ones as default walking for champion cavalry since they have a faster movement speed
  17. Interesting, they look like phalanx but they use the shield in a lower position about the chest and belly.
  18. Probablemente si llegase a usarse a melee, pero esto se evita facilmente dandole un rango de ataque minimo. Si llegaramos a tener ataque secundario deberia ser usado obligatorio con el ammo de angen restringiendolo a 2 en romanos y 3 jabalinas en thureoforos.
  19. Para diferenciarlo un poco de la animación de jabalinas, estas solo giran el cuerpo. Y darle mas distancia de lanzamiento frontal.
  20. Ive started playing warcraft in PS1 Tides of darkness, i have no arguments but just to enjoy anything that comes hahahaha
  21. @Angen its one of my first ever done animations for the game, im thinking on Redone the whole siege animation starting from the ballista armature (wich was one of the biggest pain to sync with units) to give more timing and realism to the lever pulling motion being more natural, however im not sure how this could affect gameplay.
  22. @Angen Some walking animation with tools are done:
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