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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. The canter only worked for the pony i start to work for the horse and make a clean versión of the file whitout auto key frame for the art repo. Pony fixed, it was a 2nd material added when i copied the front legs and chest of the horse with the uv fix the only mesh i touched of the chariots was the Seleucid one and the trader wagon, the others are just XML file Most of the chariots will need some tweaks (mesh) for the horse space and as you noted they go throught the horses they were made for the Little horses we have (pony size) i'll clean the files today thanks for the review. Capes are the same they used before update but with the new cape's like the infantry, but infantry cape's use infantry animations, this cape's use cavalry animations deleting them will bring broken path's to some units Attack melee have 2 versión 1 is short wich is exported by the native configuration of blender 24 frames, and the long needs to be exported as 32 frame's scene configuration for match the same time lenght of the other attack variations and don't bring broken sync animations. Edit: The same canter keyframes of the pony worked for the horse didn't tought it could work but it worked. Edit2: Never used curves for the horse/pony animations always close look and auto keyframe.
  2. The ones i realy have my concern are "attack" and run. Btw found the distortions on the paws you said, those were the IK rotation bones i added them after make the idles, they are like the knee Bone in the Biped armature. but for the belly that one is a bone i add on the animals for simulate the breathing, the biped armature uses a rotation in the Y axis as a breath, but for animals i use scale in X axis by the belly.
  3. by distortions what exactly you mean for have an idea where to start fixing and yes, the attack indeed looks unnatural but i couldn't imagine a way for attack to fits 0 AD yet they were mostly for see if it is a good way to start for the public opinion
  4. Actually is the same mesh for all, but i seriously think the Celtic one need a retexture Modelos.7z Horse_new.7z
  5. i think i found one fix, even could found a way to fix the front legs uv by cutting in half the uv and then make them again. what you think ? @stanislas69 @wowgetoffyourcellphone PD: The Celtic horses could have retexture.
  6. This one better be a prop @wowgetoffyourcellphone
  7. Hi tomcelmare, Merry Christmas to you too, when they get comitted every mod will need to update the horses (if they are going to be nuked) in any case i've made the crossbow cavalry animation's especialy with the same crossbow i did for Terra Magna
  8. Thats a better solution Exactly, this is what i mean when i said one is fixed and the other is wrong
  9. Ready to use. Bear_animated.7z Bear_Rigged.blend
  10. Thats why i like to use the helpers like the one's in the horse or the biped body, they help the armature to behave like that, an arm as an arm a leg as a leg. In this case the helpers are the 4 paws. Btw also managed to sit:
  11. This is the one you were concerned about (still working on it), i have to tweak the mouth its seems that it opened to much for this body compared to the one i used yesterday. And made the mouth a bit less large and more curved since it only have -500 triangles and this is not an animal i think it will be spawned a lot in a map of 0 AD
  12. Better yet, i took the bear mesh to my armature since i already have 5 animations ready, i named every bone Ursidae and not the bear/horse/deer type armature for keep the skeleton for every kind of bear we could have (Polar bear, Panda Bear, etc). Bear_Rigged.7z
  13. i don't see why not, since this are the only units left (if i'm not wrong) using the old unit meshes it would be a great release if the old unit is nuked. @stanislas69 we have the blender file of the camel ?
  14. This is not like December used to be in Venezuela, all you can see in the people is sadness and anger, my own brother went to Colombia because of the little hope we have for the next year. The worst is yet to come, and i couldn't describe what the families of the fallen in April will be today.
  15. Since i don't have anything to do thanks to Maduro i started to work today on the bear, for now i got 4 idles and walk animation ready. i think it could be ready for commit tomorrow or in 2 days.
  16. Here are the files for the weapon sheathed walk, in case of need i can make the shield on the floor animation or any other idle Also have the legion shoulders props for remove just delete the actor prop line. Roman_legion.7z
  17. This is a good drama pose for the centurión and legionary if its planned to have pillum
  18. After read the links lion linked i saw one called oval formation, thats the one that could be made for attack and the anti cavalry, the testudo only have sense to protect and most likely work if its designed in the game to add more armor while in formation and reduce a lot the walk speed, and also says that while in the formation was very difficult to combat in testudo because of the litttle space. https://es.wikipedia.org/wiki/Tortuga_(formación) Su principal problema residía en el hecho de que era una formación muy apretada y lenta, lo que hacía que los soldados tuvieran una gran dificultad en los combates cuerpo a cuerpo.
  19. This isn't formation working, just changed the walk animation for test still need some adjustments Edit: I will have to wait for the formations to work for properly alling the shields
  20. Then the unit should be like this, weapon ready for stab and have the shield under the eyes for have front visión while walking and for idle full cover
  21. Questions: Weapon should be unsheathed while testudo ? Unit could attack while testudo ?
  22. Yes i know, i'm covering all roman tactics animations for don't have to make any separated topic
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