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Everything posted by Alexandermb
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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.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Distance: 10% distance 20%: distance: 5% at 5% doesn't look bad, it gets some brigthness as well as avoid getting over desaturated. in 10-20% red start to look pinky. -
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
actually was pretty fast and easy while doing animals or just lines like this ones: while in cases like this it does take more than 20 minutes: And later i've thought it was better have a full plain color and simply bake a green or purple line with the design if wasn't complicated like boar or bull: -
Yes, i think so. Going to mine: Wouldn't matter if the starting pose is different? This is the one we have for "constant" minning: This the last one ive did for front minning: if its horizontal minning it could end being like 2nd idle or something similar.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Ah well, that was better mention before bake the 30*3=90+ texture variants Though it looks pretty much similar to the aspis color even though one is baked and manipulated with paint.net and the other goes directly alpha from blender. -
Even if i bake the action before exporting it looks weird. Looks more blender related like not being 100% accurate, here you can see the problem i mention: The constraits works perfectly while being stationary, the problem starts while picking it up.
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@Stan` while the resting on shield is pretty awesome in blender, being the "shield" bone attached to the hand blender doesn't handle it very good exporting to collada so.. it moves after being droped and doesn't feel good. Any opinions if they should be added or not? They could work for predefined idles when the shield isn't part of the actor but of the ambient.
