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Posts
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Everything posted by Alexandermb
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The master mind behind the stance based animation was @Angen wich can be found in this mod:
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Most of the ones wich needs to be deleted are in the "new" folder, wich make it easier to delete.
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Nope, won't be fixed. Those actors placeholders, those won't gonna be committed. Ignore the actors units folders.
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From all of that, infantry actors are just placeholders for testing. I'll do the whole actor update after finishing comitting the whole animation + greaves + aspis + pelta + sheaths for swords. i didn't found any jog_relax_shieldsmall with sword in actions so replaced with the one using the actual "shieldsmall_swordsman" Just committed the fix.
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Committed latest changes
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Yep, i was eating before finish cretan properly. Should i also add the state split animations? Idle > Prepare > Aim > Loose > Reload? Just in case
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Thats the idea yeah, hope that could be implemented.
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Hopefully you will find the same as faterbushido. Thought i havent committed the latest archer changes, neither the jav shieldarm
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Can't wait to end with this
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Theres a trick i know. When the file is getting Extremly big, Append everything from the file to a new blend file. It will reduce the size by A LOT. Animation main file went from 40mb to 11mb the first time i've did that, but eventually it returns to the same size because of the animations.
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Different file by scene i meant it need a setup with physic's. In fact i imported the action to blender and re-exported the action with the proper armature and mesh. so i didn't touched the fisherman file.
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Nope, fishing is in another scene, siege included and formations. In fact due the amount of actions file went to 110mb (Or maybe its a blender bug to increase file size?)
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Can also do the "Cretan Archer" and a 2nd animation for formations like this: Cretan archer:
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Mostly for just have the animations in case that function is added someday. Here a preview of the long range:
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Maybe also add what @Angen have in his mod. Split ranged attack animations per state, Idle > Prepare > Aim > Loose > Reload > Idle This way maybe long range attack archers can be interrupted @Stan` also i edited archers animations to use Bow bone instead of Weapon L. Wich proper rotation, bow was wrongly placed before.
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Attack zone just like onagers do in AoE 2? that could be the rain of arrows im talking about. Archers have a more straight pose while aiming forward, Javelinist same.
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Would also love to see archers and javelins attack ranged animation base on distance. I mean, for have rain of arrows in case we have tons of archers far from target.
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Made it work with variants and in perfect sync: Note how the wicker tone is the same front and back. This is how it was before the update:
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@Nescio this cow/wicker scratched could work pretty well for the figure of eight shield. @Genava55 you may want to add wicker shields references to the celtic shield textures now that i can bake them.
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That gave me other perspective and worked pretty well: However i used the wrong object for baking. This shouldn't have border. Im making two kind of textures: Generic: Spheres of texture for work with everything. Shield Shape: Textures for specific kind of shield shapes, like borders and colors. Gonna leave the intact cow skins and make 3 or 4 more for Scratched skin. Allice in the node labirynth:
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I know a way i could do that in blender, but won't work while baking. Using Noise texture node as "fac" while mixing principle shader + transparent shader. But will end baking as black instead of alpha.
- 33 replies