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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. Since the IK setup only registers "IK-special-bone" frames that moves the arms and legs and they are ignored by the game, that means that a keyframe for all bones is needed on every frame in order to "register" the animation when exported?

    Yeah, I think when the .dae is exported it "flattens" the animation and automatically applies a position and rotation to each bone on each frame. I think... I'm not 100% sure on that. So I think you should be OK for exporting this.

    Please excuse my ignorance on this matter, I tried to follow the conversation on this thread but I got lost quickly

    Yeah, sorry about that - it is kind of confusing and it hasn't been explained very well. I'll take a look at this file when I get back in 2 weeks if nobody else has.

    Nice work - thanks for the work on the IK setup! :D

  2. I think you simply export the .dae and then you have to marry up the bones as they are described in blender with how they are described in the skeleton.xml file.

    Check out what we were doing earlier in this thread

    Zaggy has been setting these up for animals out of blender, so I bet he is pretty savy with the process by now.

    It really isn't documented very well, so if you give it a shot, take some notes on how you did it so we can get that up on the wiki.

  3. I think you can add bones and it will still be able to be used and shared as common between all existing humanoid animations and models. I think you may run into issues though if you try to delete or modify (lengths, positions, orientation, or relationships) the existing bones. Any new bones added for IK purposes would simply be ignored by not calling them out in the skeleton.xml file.

  4. Wijitmaker, thanks for the waves. To clarify what I needed, I needed mostly an image like your "wave_17" one. The animation could be used to introduce slight perturbations on that particular image (I don't need the wave to move in the texture, because of the system I use).

    I can do the conversion to normal myself.

    Sure, can do. So, no moving and do you want it to rise and fall - or just simply to undulate?

  5. That would probably be too complicated and would most likely not give the best results... I'd need some sort of "cruising" wave, ie no rise, no breaking, just at its crest phase. Only to simulate some sort of movement in the water, it could have some turbulences in the front or something.

    Animation is therefore mostly a plus, but even a proper normal map and heightmap for a single wave would be very handy.

    Try this - Sorry I didn't convert them to a normal (maybe somebody else could?). CrazyBump kept crashing for some reason.

    I came across this which I thought was interesting:

    http://www.gamedev.net/blog/715/entry-2249487-ocean-rendering/page__st__5

    http://www.outerra.com/forum/index.php?topic=544.0

    Waves.zip

  6. I'd need a wave texture (in the same spirit as the one I included, only way nicer. Basically, only one wave and some "blank space"), it should ultimately be animated, it'd be much nicer. Also, I'd need the same texture only in the form of a heightmap to help with the foam. If somebody could do that, it'd come in very handy.

    Just to see if I follow you correctly... you would like an animated height & normal map of a full (single) wave cycle - from it's rise, then crest, then break?

    Wikipedia has some cool info (and animated images): http://en.wikipedia....iki/Water_waves

  7. If it was 3ds max, I could set up IK/FK in 10 minutes. But, this is the best I can do in blender, I can barely navigate the UI. There has to be some tutorials on how to add IK/FK on youtube. It would be nice if a blender user took the iniative to apply it to this rig if it is needed (and I agree, it would be nice - I use it a lot in Max).

  8. Can anybody else answer the above question? How do I attach a child object to a parent objects, so that when I move the parent - the child will follow.

    Perhaps point me to a good tutorial?

    I think a template for blender humanoid animation is almost there! Just need a few more tweaks.

  9. I think they're quite nice, though I'd say both the specular and the normal maps look a bit too flawless. If you look at the second pic (where I rotated the camera to face the sun), the reflected light looks way too even.

    For example, where there are scratches and imperfections in the stone walls or the marble floors (in the diffuse texture), light could behave slightly differently to look more realistic. e.g. In this pic, there are some self-shadows, which would affect the surface normals/specularity.

    Ok, thanks I'll work on refining it a bit more.

  10. Cool thanks. I think the light map will work, but I need to make some tweaks to the diffuse texture. It is hard to tell the specular from a static photo, do you think it looks OK in motion? I'm not happy with the roof textures. The texture was created from a photograph that was not taken perpendicularity from the roof, so all the tiles look funny. I guess it will work for showcasing the capabilities, but it doesn't look quite right to the eye. The pediment and those statues in the arches sorely need some more help too. I have an idea for that, but it will require some more work.

  11. Looking good :) - try this file. Would it be possible - instead of using an animated file... to take this sprite and cause it to start from a squished state (for example 16x128) fade in, advance to the shore (expanding to it's full size 64x128), linger, stretch it even further (maybe 96x128) in a retreat and fade back into transparency. Meanwhile, another wave would be starting it's cycle behind it.

    post-3-0-87499500-1342528927_thumb.png

  12. Yup, that looks more correct! http://imgur.com/a/CkHWf

    In regards to parallax: when you are creating heightmaps remember that the parallax effect actually goes inwards (i.e. the real surface of the polygon is at height=white). If your entire polygon is much lower than that, it gets pushed inwards and the effect doesn't know what to draw to fill in the gaps at the edges. That's why you got tiling gaps on the roof of the roman civil centre. The solution? Make the brick heightmap brighter, until the tops of the stones=white.

    Lets try this one. Sorry, no specular yet - I got distracted by the water thread.

    post-3-0-96138300-1342497673_thumb.png

  13. Yup, that looks more correct! http://imgur.com/a/CkHWf

    In regards to parallax: when you are creating heightmaps remember that the parallax effect actually goes inwards (i.e. the real surface of the polygon is at height=white). If your entire polygon is much lower than that, it gets pushed inwards and the effect doesn't know what to draw to fill in the gaps at the edges. That's why you got tiling gaps on the roof of the roman civil centre. The solution? Make the brick heightmap brighter, until the tops of the stones=white.

    Cool and thanks for the tip, I'll get that fixed up this afternoon.

    Back to doing groundwork for the postprocessing effects manager. Here's HDR + bloom + fog: http://imgur.com/a/p1jxm

    Looks great!

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