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Everything posted by Alexandermb
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Yeah but we need it here and in art repository also. Made the infantry swordsman idles generic so it can work for shieldsmall, shield aspis, and normal shield infantry types. Also fixed a bug of the legionnary not having variant base file.
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Blend file: https://drive.google.com/open?id=1on-VcbkuXSLGzznlv9f7kSE_pukAgflL
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@Stan` got this, not really sure what this means: Nope, i need to do a "cleaning" of the camel rider animations just like i've did with horses, like find a better way of having rein instead of having it separated from mesh. Thats what it took me Months to properly animate the cavalry riders, the rein.
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Uploading to Drive with the latest changes and will post it here with edit. Edit: https://drive.google.com/open?id=1nnRrjBY_f6zm1-TM5sK1dv0gFCWO08r6 -
@Stan` remind me wich ones are missing and the bodies that needs to be re-exported again due the vertex groups from ik's. Also if you have some free time, can help with "camel" animations re-export since are the only one's missing + maur trader but im doing trader now for end once for all . Open to suggestion for idles. TODO: Noble class animations. Rome inspired idle: Tweaked a lil bit the walking relaxed male to be less "well you can tell by the way i use my walk im a woman man, music loud and womens arm i've been kick around since i was born". Camel riders animations re.exported i have some free time and took the oportunity of finish the task .
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Probably not so much if Notepad++ batch renamer is used. since its just a folder its easier than renaming all the animations. IE i can use this little tool: And it will rename ALL the files in the art folder. Thought i would double check first before doing that.
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Done!, thanks for the checkref. Note: None of the elephants was altered, they remain the same even the baby ones remain unrigged for now. Neither i have added the armor ive done recently.
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another possible option would be apply decimate modifier on actual mesh so maybe it can be easier.
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As i thought is better to keep the frames sync in 60 frames for every idle, since this is the amount of frames we already have for horse idles and chariots, to keep them in sync.
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i've just done the driver of the elephant kinda generic for the 3 elephants, Missing only the back rider for finish them. Gonna commit the slave animations + another new variant for operators less unhealthy. And the other variants with frequency tag for have less natural animations and more static pose.
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Note: natural idle won't be applied to ready stances, it doesn't really make sense a "ready" swordsman goes distracted if its in "ready" variant or state.
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Well, if we make a low end "configuration" included in the public folder even as a low end mod we wouldn't be using Greaves neither sheaths and even reduce the higher detailed helmets like snake crest's on corinthian. For low end we would have restrictions on what we use and what we want to show, and same applies for LOD. Remove aspis and celtic shield handgrip and beyond. But an important thing to mention is that the game haven't reached the performance in pathfinder required to have such amount of infantry in the game to be the lag cause, as it is now i belive is the lack of performance stacking on similar meshes in cases like Tree's. I mean, in late game you have 200 soldier, certanly that wouldn't cause too much lag, Yet the pathfinder will start to lag and you wouldn't know wich one is the one causing the lag unless you already have the pathfinder issue knowledge. And if we go for low end pc's or "raspberry pi" like gadgets that would also use Buildings whitout props etc. The performance on low end wouldn't be just on infantry related but in a mass work of all geometry and texture resizing.
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there is one were the hoplite plant their spear the one they check the spear, but we don't have a schedule for the animation to be played in a specific order wich would help with other task also like animating citizen inside buildings, Hoplite also have 1 idle static animation between each random animation and yet still it plays often the new ones, so only a "frequency" would help i guess. Also, i kept the 60 frames lenght for have less than 2mb size per idle and keep in sync with the rest of the idles. Thought for have an smoother animation i'm thinking on increase it to 80 frames lenght.
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Yeah, would be awesome and also would need to lower speed when closer and increment first attack strenght and accuracy agaisnt that kind of creature (kinda like adding a "sneak" bonification for the first attack, and accurate shoot so the animation doesn't look weird and more immersive hunting). In other talk: earlier i've committed the others lifelike animations for swordsman and spearman. Also i've done at least this ones in the past minutes copying some idles and adding just a few new for the "slave" or relaxed citizen: Maybe you can appreciate some of them here: at least 12 idles, and 4 IIRC are scratching to show how unhealthy the slaves were.
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==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Yeah would be better, the addon is realy heavy for my machine. Try something like this: long arms, humped back, satir legs, Neckless it really helps the "alien" attention insead of a human mechanoid. See tau legs for example: -
==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
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==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
By alien you mean, alien with green stuff and those kind of liquids effects, or mecha armored alines? -
==[Development]== Nuzwasu (cheat unit)
Alexandermb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Since you were doing some mechanical "mecha" egg concept, this may suit the taste of your modeling @Trinketos im about to give it a shot to see what kinda of weird creature i can make for fun, my imagionation is pretty much 0 when doing new stuff: -
This is something i thought to do in animation soooo long time ago: Walking slowly and crouched while hunting skitish animals: Yet, i belive theres no way to implement specific attacking animations based on entity.
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Added two more for the hoplites, cleaning skirt and shield. Added 4 for the basic shield infantry like gauls and others. this one looks good for card-like icon with fov adjustments:
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Yeah, want to finish it soon, with camels riders i will apply the same import - export of fisherman. Drivers have to tweak death animations thought. i have been playing a lot PUBG Lite with a friend of mine
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Just thought about the cough animation, it won't look well unless we have the sound effect
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Camel riders and elephant driver only. Just been lazy with them . honestly i haven't touched very much blender neither 0.A.D. This days.
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in such boring day like today ive just done this in the past 30 minutes following @wowgetoffyourcellphone idea of add cracking necks and those things: First one done are Hoplites. Athenian hoplite using corinthian helmet b1 with crest could be the insignia infantry of 0.A.D it looks very well compared to how it looked before. Looks so well done. idle went from idle_relax.dae to: idle_relax_a: Default Static- idle_relax_b: Crack Neck. idle_relax_c: Shake Right foot sandal idle_relax_d: Look West idle_relax_e: Look East and beyond if possible. Cough?
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Age of Empires 2 Definitive Edition
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
i can be saying farewell to my hopes of play it.