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Everything posted by Alexandermb
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i'll will take it into account now that i have started reanimating the horse and riders, first i will be doing the horse animations plus more natural wildlife idles with a expanded version of the horse then i'll go again for the riders with the new blankets/armors. After some time looking the animations i noticed a lot of weird distortions and the wrong placement of bones are one of the causes so i decided to add more bones and make a cleaner horse symmetrical to the X axis (wich this doesn't have), since i already got the animations base shapes is easier and faster to make them again, i already have the base for gallop and walking in the new one and they are far more cleaner than before in the expanded armature. Btw I've learned how to make collisions for death animations work similar to enrique's last video so i will try using collisions and physics blender engine to make a more natural like death animations and hair.
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Thats for sure coming, but will have to wait until alpha 24, last time i did the horse + riders animations took months to fully commit, making the rein means make again every rider animation to match the rein position, but at least is something i have in mind since i have to modify every animation to fit with the horse armors.
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added TODO in the reanimate proces, i will be cleaning the files there and properly fixing the proportions now that the armors and blankets are a lot different than the first one used in the animations and since i learned how to make hair/cloth only physic simulation from Blender to 0 A.D, i will be cleaning the capes too.
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been looking the units close and dind't saw any armor or blanket calling the wrong variant. heres a screenshot of the iber armor wich has all variants included too, if the armor and blanket remains in the idle animations is because it isn't reading any attack melee animations, but as can be seen here the armor and the blanket follows the horse.
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it seems that if every animation variant (variant/quadraped/horse/Spearman for example) if you put them all together in the same <group/> it will randomly call 1 of the variants leading by the frequency, but if you put every variant in the same file separated by a group for each variant, it will read his similar variant and sinchronyze the animations reducing the amount of files needed per unit type a good example are the unit capes, they are divided into: Swordsman, spearman, etc; then it will be much better just pick al the capes and make them just by type of cape and civ using variants instead of using an actor for every cape. So the same goes for the blankets or front armors, i put all the horses variants animations together in every prop so i only need 1 front armor for bronze and 1 for iron, instead of 1 per cavalry type. Btw did the iberian/spearman_e armor since the texture is quite low res to be recognizable.The blanket isn't part of the armor texture, it is the same blanket prop over the armor, just missing the mask.