Alexandermb Posted January 1, 2018 Author Report Share Posted January 1, 2018 1 hour ago, wowgetoffyourcellphone said: Also, Xiongu arrows need committed for the nomad variants, apparently. I apologize, i have forgot those, they weren't supposed to be included in the public unless everyone approves the nomad variant as seen in the xiongnu topic before i didn't wanted to fill the public folder with files that weren't be used. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 1, 2018 Report Share Posted January 1, 2018 Any chance for those anims ? We can't tweak the templates as they are used for balancing. So you'll have to tweak the actors instead Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 1, 2018 Report Share Posted January 1, 2018 28 minutes ago, Alexandermb said: I apologize, i have forgot those, they weren't supposed to be included in the public unless everyone approves the nomad variant as seen in the xiongnu topic before i didn't wanted to fill the public folder with files that weren't be used. Best to just use normal arrows for those variants for now until a nomadic faction is added if folks are worried about such things. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 1, 2018 Author Report Share Posted January 1, 2018 1 hour ago, stanislas69 said: Any chance for those anims ? We can't tweak the templates as they are used for balancing. So you'll have to tweak the actors instead I already got the base shape for the riders animations if it is accepted. 2 1 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted January 1, 2018 Report Share Posted January 1, 2018 Like the weighting you did on the cloak moves just right Enjoy the Choice 2 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 1, 2018 Report Share Posted January 1, 2018 Looking good maybe @Sundiata's friend has some comments Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 1, 2018 Report Share Posted January 1, 2018 I think even Sundiata will approve of how the butt squeezes. Quote Link to comment Share on other sites More sharing options...
elexis Posted January 1, 2018 Report Share Posted January 1, 2018 Just important to also look at the animation ingame, not only in blender, when the model is moved with the according ingame speed. (I guess no news here) On https://en.wikipedia.org/wiki/Horse_gait we can see speeds of the different movement types. A trot is for 13kmh, but the ingame unit moves much faster, it seems like a fast gallop (up to 50kmh). If we compare the previous model with the new one, we might just figure out exactly what it would need to appear more accurate. I'll test later. 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 1, 2018 Report Share Posted January 1, 2018 (edited) @stanislas69 which friend? The anim looks gorgeous! No comments... Edited January 1, 2018 by Sundiata 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 1, 2018 Author Report Share Posted January 1, 2018 (edited) 9 hours ago, elexis said: it seems like a fast gallop (up to 50kmh). we have gallop as the run animation for now. this is another possible way: An extremely fast trot has no special name, but in harness racing, the trot of a Standardbred is faster than the gallop of the average non-racehorse.[7] The North American speed record for a racing trot under saddle was measured at 30.25 miles per hour (48.68 km/h)[8]"https://upload.wikimedia.org/wikipedia/commons/transcoded/e/ef/Harness_racing_New_Zealand.webm/Harness_racing_New_Zealand.webm.480p.webm Edited January 1, 2018 by Alexandermb 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 1, 2018 Report Share Posted January 1, 2018 @Sundiata nevermind @Alexandermb can you tweak the speed of the variants (not the templates the actors) so that it doesn't look weird ? 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 1, 2018 Report Share Posted January 1, 2018 (edited) That horse (eight posts up) looks really great! Legs move, tail moves, rider moves, even the cape moves. One thing could be improved though: right now the horse's head, neck, and body is one solid block, which looks quite static. If it would consist of at least three separate elements which could move independently, the animation would look more natural And perhaps the horse could occassionally look around or graze some grass when idle? Edited January 2, 2018 by Nescio ce Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 1, 2018 Author Report Share Posted January 1, 2018 5 hours ago, stanislas69 said: @Sundiata nevermind @Alexandermb can you tweak the speed of the variants (not the templates the actors) so that it doesn't look weird ? So i should leave the one we have for now and just tweak the speed or use the trot animations instead? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 2, 2018 Report Share Posted January 2, 2018 (edited) 1 hour ago, Alexandermb said: So i should leave the one we have for now and just tweak the speed or use the trot animations instead? How about zip up a mod for the trot like you did before and let us experiment. Just the animation and variant files, not the actors. Edited January 2, 2018 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 2, 2018 Report Share Posted January 2, 2018 (edited) Here's a selection of cavalry portraits, which I have been working on for the past week for @stanislas69, since he did me a solid and modeled a Kushite statue for me. You can clearly see the color scheme here: Blue: Citizens Red: Champions Green: Mercenaries Purple: Heroes Edited January 2, 2018 by wowgetoffyourcellphone 4 Quote Link to comment Share on other sites More sharing options...
Guest Posted January 2, 2018 Report Share Posted January 2, 2018 Everything looks good. But there is something about the chariot that seems off. Maybe its because of the horse on the left. What do others think? Quote Link to comment Share on other sites More sharing options...
elexis Posted January 2, 2018 Report Share Posted January 2, 2018 Actually the new horse animations are (much) better than before. (The models too). I was just wondering about some moon walking effect, but there is always a bit of that. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 3, 2018 Author Report Share Posted January 3, 2018 (edited) Here is the trot walking animations (didn't make another variant as this is for testing purposes i'll wait for a new name schema if its decided to make a new variants).Horse_Trot_walk_animations.7z (Specially look for Alexander cavalry actor, it look goods on him) Edited January 3, 2018 by Alexandermb 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 3, 2018 Report Share Posted January 3, 2018 (edited) 4 hours ago, Alexandermb said: Here is the trot walking animations (didn't make another variant as this is for testing purposes i'll wait for a new name schema if its decided to make a new variants).Horse_Trot_walk_animations.7z (Specially look for Alexander cavalry actor, it look goods on him) I don't think this works right. The horse mesh was already committed as horse.dae, not the work in progress name horse01.dae. Same for any possible animation renames. EDIT: I fixed it locally and wow, the trot looks awesome. Great job. Edited January 3, 2018 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 3, 2018 Report Share Posted January 3, 2018 @wowgetoffyourcellphone How many icons left ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 3, 2018 Report Share Posted January 3, 2018 1 minute ago, stanislas69 said: @wowgetoffyourcellphone How many icons left ? They're mostly done for DE. Just gotta check and see if I'm missing any for Public mod. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 4, 2018 Report Share Posted January 4, 2018 @stanislas69 @LordGood May I suggest that you use these 3 horse actors for the Stable horses. Right now, since you use the same horse actor for all 3 prop horses, the game chooses the same color variation for all 3. If you use these three actors provided then the horses inside the Stables will properly randomize colors. horse3.zip Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 4, 2018 Report Share Posted January 4, 2018 (edited) also, good job with Seleucus. I am also experimenting with some extra decoration for hero portraits. Edited January 4, 2018 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 4, 2018 Report Share Posted January 4, 2018 That mask... Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 4, 2018 Report Share Posted January 4, 2018 16 minutes ago, Lion.Kanzen said: That mask... What's with it @LordGood made it. Quote Link to comment Share on other sites More sharing options...
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