Almin Posted October 27, 2012 Report Share Posted October 27, 2012 @Enrique: What is the job of the two knee-bones root_L_Knee_IK and root_R_Knee_IK and why are they placed so far from the sculpture. Sry, I'm relatively new to Blender and I'm a little bit confused. Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 28, 2012 Report Share Posted October 28, 2012 @Enrique: What is the job of the two knee-bones root_L_Knee_IK and root_R_Knee_IK and why are they placed so far from the sculpture. Sry, I'm relatively new to Blender and I'm a little bit confused.Those are track bones. The knees will point to them. With the Inverse Kinematics solution, if you move the feet, the knee will bend depending on where the feet are placed. These knee IK bones gives you control on how the legs are bending. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted October 29, 2012 Author Report Share Posted October 29, 2012 So... I'm outdated... Does this lastest rig already works ingame? Or shall take this one and create a separate code for it?Perhaps Jason could give us a hand Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted October 29, 2012 Report Share Posted October 29, 2012 No, the biped still doesn't work in Blender. I don't have any ideas to get it to work either, other than just making a new rig and set of animations. Hopefully Khopesh will be able to make the new animations, if that's what we do (which we very well may, considering Mythos wants new human models). Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted October 29, 2012 Report Share Posted October 29, 2012 This is news to me... I thought the export was tested and worked?What problems are you guys having now? At this point though... Unless someone is really interested in getting this sorted out, I don't think I have the motivation or energy to trouble shoot further as it seems nobody else has the heart for preserving the old models and animations. I think it is probably a waste of my time seeing that most the the art department has their eyes fixed on new models and animations.So, go for it guys Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 29, 2012 Report Share Posted October 29, 2012 This is news to me... I thought the export was tested and worked? What problems are you guys having now? At this point though... Unless someone is really interested in getting this sorted out, I don't think I have the motivation or energy to trouble shoot further as it seems nobody else has the heart for preserving the old models and animations. I think it is probably a waste of my time seeing that most the the art department has their eyes fixed on new models and animations. So, go for it guys I don't mind to spend some time getting the animation exporting thing working, clear and documented. I always thought that is one of the high priorities that the art dept should take care.The problem is that I have a very basic idea of the needs and restrictions of the engine for the rig to work, like the number of bones allowed, bone naming, hierarchy....Also discarding all the current animations sounds like a lot of work to redone with so little manpower on the animation area... and some animations sure needs revamp, but others look great to me.Some questions if someone knows the answer:-Do we have a revamped unit mesh?-Did someone get any animation done in Blender currently working in-game?-If we are aiming for a new unit mesh and rig revamp, that means that the rig could have more bones/different bone hierarchy and naming? Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 29, 2012 Report Share Posted October 29, 2012 The problem with a new mesh is matching all the textures to it... Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 29, 2012 Report Share Posted October 29, 2012 The problem with a new mesh is matching all the textures to it...There's a proverb in spanish that says "Con paciencia y saliva, el elefante se la metió a la hormiga""with patience and saliva, the elephant stuck it to the ant" xDI don't mind to spend some time on UV mapping if I get my hands on a new mesh, but modeling lowpoly humanoids is not my expertise Quote Link to comment Share on other sites More sharing options...
Khopesh Posted October 30, 2012 Report Share Posted October 30, 2012 -If we are aiming for a new unit mesh and rig revamp, that means that the rig could have more bones/different bone hierarchy and naming?Having more bones (joints) depends on memory/compression. It's usually best to have as little joints as possible as to not overload the game, and end up with lag. For a game like this (with low-poly mesh and MANY uinits on screen at once) it's usually best to cut as many corners as possible with joints. I haven't had chance to look at the current rig yet (will do that sometime this week), but it might be a good idea to figure out why it's not working, so we don't end up running into the same problem in the future. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 30, 2012 Report Share Posted October 30, 2012 There's a proverb in spanish that says "Con paciencia y saliva, el elefante se la metió a la hormiga""with patience and saliva, the elephant stuck it to the ant" xDI don't mind to spend some time on UV mapping if I get my hands on a new mesh, but modeling lowpoly humanoids is not my expertise If ur willing to give it a try, then I'll provide the mesh Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 30, 2012 Report Share Posted October 30, 2012 If ur willing to give it a try, then I'll provide the mesh Sure let's get our hands dirty Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 31, 2012 Report Share Posted October 31, 2012 What do you think about this then? 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 31, 2012 Report Share Posted October 31, 2012 I feel like it arches its back too much. Quote Link to comment Share on other sites More sharing options...
Khopesh Posted October 31, 2012 Report Share Posted October 31, 2012 Would it not be best to use orthographics shot of real humans as reference? Once you have the basic shape you can take some liberties with it and adjust it to your needs.Also, if possible could you post a pic with the mesh (edge loops) so I can get an idea of how things are going to go for skinning the rig (as well as an idea of poly count). Thanks. Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 31, 2012 Report Share Posted October 31, 2012 What do you think about this then? Looks nice indeed. II agree with Michael the back looks a little too arched, and the tights could be a little thicker. The proportions look very good Quote Link to comment Share on other sites More sharing options...
Khopesh Posted November 1, 2012 Report Share Posted November 1, 2012 Here are a few orthographic shots. It's really hard to find any good photo-reference ones but I think these are pretty good (we use these at my uni).Looking at these and the model above, I'd say the torso is too far back (making the centre of gravity wrong and the character would be off-balance). The upper legs are too narrow (from the front and side views), and they should be positioned a little further forwards (so the butt stands out a bit more).Also, when modelling the hand it's usually best to have it palm-down (rather than forwards). But in an RTS game with low poly characters, it might be best just to model the hand in a gripping position. All the fingers are usually one mesh (like a mitt - although some have the index finger separate if needed).And finally, it's good practice for the edge loops to follow the curvature of the muscles where possible. This makes it easy to skin the character and makes it look more natural at a lower poly count.http://img21.imageshack.us/img21/4930/steveprofileref.jpg Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted November 1, 2012 Report Share Posted November 1, 2012 Hey Kopesh, thanks so much for the information. I had to draw my own reference since I couldn't find any good ones online, and as you can see, I'm no professional artist I've made the changes you suggested, is it any better now? Quote Link to comment Share on other sites More sharing options...
Khopesh Posted November 2, 2012 Report Share Posted November 2, 2012 Much better! And best of all, you have extra edge loops for the elbow/knee joints! If the poly-limit allows for it, could you do the same for the ankle, wrist, and torso (see below). This will help greatly for skinning and animating. Thanks. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted November 2, 2012 Report Share Posted November 2, 2012 Done With those loops it comes to 766, without them 686 tris What format should I pack the file in?Attached is the .blend file, for you EnriqueEDIT:We'll need to have different models for short robe, long robe and trouser-ed units. Maybe I'm missing some more...Armoured, bare-chested etc. What about gauntlets and shin guards?dudex model.zip Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 2, 2012 Report Share Posted November 2, 2012 Yes, we'll need an assortment of these for:Tights/Nothing (as it is now)Short skirtMedium (knee-length) skirtLong (ankle-length) skirtPantsPants w/medium skirtLong skirt w/ sleeves (some priests)and maybe others that we may need (maybe Short skirt+skinny build for most archers, special pants or skirt styles for Mauryans). Good thing is though that once we have the base dude decided it should be relatively simple to edit it to suit our wishes. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted November 2, 2012 Author Report Share Posted November 2, 2012 Shouldn't we also make a base female model? Quote Link to comment Share on other sites More sharing options...
Khopesh Posted November 3, 2012 Report Share Posted November 3, 2012 Shouldn't we also make a base female model?Indeed. Would you like me to post some orthographic shots of females? Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted November 3, 2012 Report Share Posted November 3, 2012 Yes, we'll need an assortment of these for:Tights/Nothing (as it is now)Short skirtMedium (knee-length) skirtLong (ankle-length) skirtPantsPants w/medium skirtLong skirt w/ sleeves (some priests)and maybe others that we may need (maybe Short skirt+skinny build for most archers, special pants or skirt styles for Mauryans). Good thing is though that once we have the base dude decided it should be relatively simple to edit it to suit our wishes.What do you think about making Basic Citizen-soldiers skinny too? And the Advanced and Elite guys bulkier? Also Champions could have some unique models...@Kopesh: That would be swell...though I might not have time anytime soon to do anything with them Quote Link to comment Share on other sites More sharing options...
feneur Posted November 3, 2012 Report Share Posted November 3, 2012 Could all these models share the same animations? Or will there have to be different animations made for each model? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 3, 2012 Report Share Posted November 3, 2012 Could all these models share the same animations? Or will there have to be different animations made for each model?Indeed. The base model should be rigged first, before making variations. Quote Link to comment Share on other sites More sharing options...
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