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Everything posted by Alexandermb
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Ah i see, its like Total War Attacking when the unit is pushed back, it looks good, but remember the attacking animations are generic of rall kind of entities, buildings, horses, ships etc. Would be weird having the infantry react in that way from a non existent attack of a building for example. That however would be good if it could be a small space between attacks to have an animation of reaction of being hitted.
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===[COMMITTED]=== Gallic Tunic Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
IIRC on his design doc of shields distribution, Hexagonal plain are for Gauls while Hexagonal with a Moon Shape top and bottom borders are for britons only. -
@Stan` just noticed that after the changes i've done on animations of swordsman, shieldsmall variant and animations are useless and pointless to have, wich only leads to a confusing variants naming so i will delete them and only have "fast" as prefix for the jogging variants.
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I may need a visual help to understand what you meant, (Maybe lines on animations screenshots) but if any adjustment that could be done im open to suggestions. Doing attacking animations as mentioned before is more complicated (specially when the combat is an endless loop of the animation whitout reaction or wait timer between attacks)
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===[COMMITTED]=== Gallic Tunic Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
Don't worry, commit it today i want to see them ingame . im just starting right now so nothing to worry about, i would only need to add the cape prop change on the gauls actors to keep in sync. -
===[COMMITTED]=== Gallic Tunic Textures
Alexandermb replied to wackyserious's topic in Completed Art Tasks
I will do a change on capes right now, (tomorrow if can't fix all the capes) i achieved the generalization of them following horse blankets actor naming. Name will now be: cape_"size or mesh*_faction. -
Made a new animation set for the thureo spearman. They use the hoplite variant actually, and it does not look good on shield position. Reference:
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i think i've managed to make the capes generic just like the horse blankets. Will be testing and if it goes good will do a capes actors cleaning, renaming and infantry too.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Some of them yes one is kinda hard to achieve, this one: Have to find a proper lion reference to achieve in blender + the birds in top. Rectangle scutum had only 2 textures, i've added 3 so its better still. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Testudo formation ended being better than before: Thats why using real shield/weapon placements and handgrips help to achieve a better quality animation. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@wackyserious know any other winged for rectangular scutum? @Lion.Kanzen @Genava55 -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Depending of what units he uses, mostly will only need to change shield or add the shield group to the actors. others changes like roman scutum animation variant will be for him to choice. -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` artistically theres nothing to fix? i'll be cleaning the files this weekend to have it commited soon this weekend. Having updated all the roman shields theres nothing else to do rather than clean the unused variants and remove the empty lines. Already got the testudo fixed animations with the proper shield placement. (And cleaner animations) -
Comparisson of the jogging animation ive done with the actual ingame: Right animation is perfectly suitable for this song:
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The Role of Women in 0 A.D.
Alexandermb replied to Thorfinn the Shallow Minded's topic in General Discussion
I've read all of it, but have nothing complex to say but: Yes! Bring Economy ot the game. Even Riots, atacking an enemy whos city is under fire because of constant rioters is even funnier. -
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:
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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:
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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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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.
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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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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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. -
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.
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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.
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Thats the Caesar of my country, Betrayed by the senate but whitout the stabbing ending.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
