Shield Bearer Posted November 30, 2012 Report Share Posted November 30, 2012 How do we stand on this? Zaggy, are you gonna rig the new model? Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted November 30, 2012 Report Share Posted November 30, 2012 I'd assumed Khopesh wanted to rig his model, but I'll start rigging it anyway. If he decides to rig it, then he can. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted November 30, 2012 Report Share Posted November 30, 2012 Are you going to try and match the old rig to it first? Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted November 30, 2012 Report Share Posted November 30, 2012 I don't think it's worth trying to do that, since the old model/rig's proportions don't even match this one's. Plus I've exported the old rig twice and had it look completely messed up. (I don't have any screenshots of them, though)I got the model rigged (with no IKs, I'm gonna spend a lot of time figuring out how to make a good IK rig). Screenie:As you can see, the model is a bit too skinny for the Celt javelinist...Edit: Also, I noticed that you UVed it so that it would repeat the leg texture, but that won't work in the engine currently, so I guess we'll have to bug wraitii or myconid to implement repeating textures. Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 1, 2012 Report Share Posted December 1, 2012 As you can see, the model is a bit too skinny for the Celt javelinist...Edit: Also, I noticed that you UVed it so that it would repeat the leg texture, but that won't work in the engine currently, so I guess we'll have to bug wraitii or myconid to implement repeating textures.The new dude mesh is a "naked" unit, those celt units use a "long pants" version. But the rig/animations still the same for all meshes, don't they?I made some further UV tweaking solving also the leg UV issue, but I forgot to post the file :/ sorry.dude newmesh UV.zip Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted December 1, 2012 Report Share Posted December 1, 2012 The new dude mesh is a "naked" unit, those celt units use a "long pants" version. But the rig/animations still the same for all meshes, don't they?The upper body is too thin too, it's not just his legs... Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 2, 2012 Report Share Posted December 2, 2012 The upper body is too thin too, it's not just his legs...You need to zoom out. There is too much distortion and foreshortening in your screenshot for us to see what the "problem" is. Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted December 2, 2012 Report Share Posted December 2, 2012 Hopefully better: Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 2, 2012 Report Share Posted December 2, 2012 Hopefully better:Those forearms look too long IMO.I corrected the length and some small UV corrections on the file attached 3 posts ago. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted December 3, 2012 Author Report Share Posted December 3, 2012 @Zaggy> Check on youtube, there are plenty of nice IK tutuorials: (not sure if this one is good, but)This is awesome:http://www.blenderguru.com/videos/introduction-to-rigging/ Hope it helps you.BTW, I'll start studying animation this week. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 3, 2012 Report Share Posted December 3, 2012 Hopefully better:Looks like the body needs scaled up relative to the head size (the head is too big and positioned awkwardly).I also think this body type would be good for "skinny" units like archers and such. Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted December 3, 2012 Report Share Posted December 3, 2012 Looks like the body needs scaled up relative to the head size (the head is too big and positioned awkwardly).I scaled the body mesh to fit the size of the old mesh, so it should fit fine. If it doesn't, then it probably means we need to tweak the model.I also think this body type would be good for "skinny" units like archers and such.I agree, but for melee infantry we should have a more muscly model. Once I add weights to Enrique's modified model, then I can post the blend if someone wants to try their hand at modifying it. Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 19, 2012 Report Share Posted December 19, 2012 I know Zaggy is already making the new biped skeleton, but just in case, I link here an advanced armature done by the guys at BlenderCookie, it seems more advanced than we'll probably need but It may come handy to take a look to their setup and such.It's licensed by CC-BY-SA 3.0: http://cgcookie.com/blender/2012/12/14/cg-cookie-flex-rig-download/ Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 19, 2012 Report Share Posted December 19, 2012 I scaled the body mesh to fit the size of the old mesh, so it should fit fine. If it doesn't, then it probably means we need to tweak the model.The old body models are proportioned badly. That's one of the reasons we need new ones, so don't use the old models for scale. I would scale the new models to the existing props (heads, etc.).I agree, but for melee infantry we should have a more muscly model. Once I add weights to Enrique's modified model, then I can post the blend if someone wants to try their hand at modifying it.Great! Please proceed! Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 19, 2012 Report Share Posted December 19, 2012 Do we want new head meshes for the new bodies? Unlike the bodies, the head textures are easier to map IMO Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted December 19, 2012 Author Report Share Posted December 19, 2012 I know Zaggy is already making the new biped skeleton, but just in case, I link here an advanced armature done by the guys at BlenderCookie, it seems more advanced than we'll probably need but It may come handy to take a look to their setup and such.It's licensed by CC-BY-SA 3.0: http://cgcookie.com/...x-rig-download/Unfortunately it's not suitable for games... As Jonathan said himself: "The rig is not meant for game animations as the character is not optimized for games and many of the custom controls and such will not work in game engines. The character/rig is developed and intended as an animation learning tool."Anyways, is the new rig already codded ingame - I mean within the skeleton.xml file? Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 20, 2012 Report Share Posted December 20, 2012 Yes, It is not suited for game engines, but still you can learn from the bones setups and iK chains it has. It currently has handlers for fingers, facial animations, drivers and such, which is not needed for 0AD, but the main bones/basic rig functions are interesting to take a look.I think the rig still in development by Zaggy. No in-game tested yet Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted December 20, 2012 Author Report Share Posted December 20, 2012 I think I'm going to be getting for Christmass the Animation Toolkit by Blender Cookie. I really need to get into some animation. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 20, 2012 Report Share Posted December 20, 2012 Do we want new head meshes for the new bodies? Unlike the bodies, the head textures are easier to map IMOWe can make new heads, but someone needs to be up to the task. Probably need 5-10 male heads and about 5 female heads. Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 22, 2013 Report Share Posted February 22, 2013 Good news (probably), Blender's collada importer has been improved in Blender version 2.66. Release notes states "Improved import of Armatures".I haven't tested it yet, but it's worth to mention it.http://wiki.blender....es/2.66/Collada Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 22, 2013 Report Share Posted February 22, 2013 That is good news. I wonder if they used some of the info I provided almost a year ago ^^ Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 23, 2013 Report Share Posted February 23, 2013 Bad news, armatures are not only imported improperly, but also empties (prop-points) are not imported correctly. So we'll have to use versions previous to 2.66 Quote Link to comment Share on other sites More sharing options...
Almin Posted February 23, 2013 Report Share Posted February 23, 2013 Bad news, armatures are not only imported improperly, but also empties (prop-points) are not imported correctly. So we'll have to use versions previous to 2.66 That's sad! Quote Link to comment Share on other sites More sharing options...
Khopesh Posted February 26, 2013 Report Share Posted February 26, 2013 Sorry I haven't been around guys. I've had no internet connection and things have been going downhill lately. 2013 isn't looking good for me. As much as I was looking forward to working on this project, I'm not going to ba able to do the amount of animating needed (if any). Once things are better for me I MAY be able to help (if you still need an animator by then). In the mean time I will still like to give my support, advice and suggestions where and when I can.Again, sorry for not being able to help. I really need to get into some animation.If you can, you should get "The Animation Survival Kit" by Richard Williams. It's a must have for any animator, and GREAT for beginners. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 10, 2014 Report Share Posted March 10, 2014 dude_4.7z Quote Link to comment Share on other sites More sharing options...
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