Stan` Posted February 12, 2018 Report Share Posted February 12, 2018 Lion pelt of kushites Quote Link to comment Share on other sites More sharing options...
Imarok Posted March 5, 2018 Report Share Posted March 5, 2018 Thank you for the new animations. I really like them. But for the galopp animation: It looks like the rider and the back of the horse doesn't move. Could we maybe fix that? 1 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 7, 2018 Author Report Share Posted March 7, 2018 On 5/3/2018 at 7:18 AM, Imarok said: Thank you for the new animations. I really like them. But for the galopp animation: It looks like the rider and the back of the horse doesn't move. Could we maybe fix that? i'll will take it into account now that i have started reanimating the horse and riders, first i will be doing the horse animations plus more natural wildlife idles with a expanded version of the horse then i'll go again for the riders with the new blankets/armors. After some time looking the animations i noticed a lot of weird distortions and the wrong placement of bones are one of the causes so i decided to add more bones and make a cleaner horse symmetrical to the X axis (wich this doesn't have), since i already got the animations base shapes is easier and faster to make them again, i already have the base for gallop and walking in the new one and they are far more cleaner than before in the expanded armature. Btw I've learned how to make collisions for death animations work similar to enrique's last video so i will try using collisions and physics blender engine to make a more natural like death animations and hair. 5 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 7, 2018 Report Share Posted March 7, 2018 Can you make a tutorial at some point ? Maybe it'd be nice to sync some with other human anims. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 7, 2018 Author Report Share Posted March 7, 2018 1 hour ago, stanislas69 said: Can you make a tutorial at some point ? Maybe it'd be nice to sync some with other human anims. Actually i followed one, the thing is how to look for them in youtube if you look for physics or collision you get basic meshes destroying bricks, but just recently founded one called Ragdoll and i remember Ragdoll is a word in skyrim used too for the collisions of the dead body.   this is the best far i founded for work in sync with 0 AD because the animations can be recorded into the skeleton. 1 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 8, 2018 Author Report Share Posted March 8, 2018 9 hours ago, Alexandermb said: Actually i followed one, the thing is how to look for them in youtube if you look for physics or collision you get basic meshes destroying bricks, but just recently founded one called Ragdoll and i remember Ragdoll is a word in skyrim used too for the collisions of the dead body.   this is the best far i founded for work in sync with 0 AD because the animations can be recorded into the skeleton. Btw, theres a lot of things that needs to be learned before reach here, it gets complicated but once its learned is just a tedious copy and paste tedious work. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 27, 2018 Author Report Share Posted March 27, 2018 its possible to have a list of wich unit will use trot animation ? @wowgetoffyourcellphone Most of the horse animations are already done and the tail move smooth i want to change the carry meat animation for all using trot. Horse idle is more natural, rider is more centered, added the root bone and decal prop points for delete the double saddles in the actor files. Some idles are changed like the Javelin idle from ready stance to a relaxed one for handle the rein right hand javelin will be deleted, attacking animation is reworked for grab the javeling at the start of the attack since at the start of attack the actual animations for Archers and Javelins the arrows and javelins won't show in the first shot because they are hidden by the variant in the start. for the spearman/swordsman cavalry i'm following some references plus the ones already done for more relax/ready stances: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 27, 2018 Report Share Posted March 27, 2018 I would just give the trot to every cavalry, honestly. I have been using your trot mod for every cavalry in DE [locally] and it looks great. As far as cavalry spearman animations go, I would generally use an upright position for the spear whenever possible so that the spear is easily identifiable. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 27, 2018 Report Share Posted March 27, 2018 (edited) I like this pose similar to AoE DE cavalry pose. Spoiler  Edited March 27, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 27, 2018 Author Report Share Posted March 27, 2018 (edited) by any chance is possible to define in the "combat_approaching" function of the UnitAI component another walk type for cavalry class only (for testing) another animation name call it "walk_fast" so i can make all cavalry use the trot animation as basic animation and change into slow_gallop in combat? i would like to see how it ends since its looks very weird looking the horses troting into a battle. and what i sould do to make it work? Edited March 27, 2018 by Alexandermb 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 27, 2018 Author Report Share Posted March 27, 2018 Btw considering the last topic of the gather meat about stabbing the air i added 2 prop points each side for the rider dismounted, will it look wrong teleporting positions or stabbing the air? 2 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 27, 2018 Report Share Posted March 27, 2018 Could make the horse move on the side, and make the gather meat anim the default infantry one. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 27, 2018 Author Report Share Posted March 27, 2018 Just now, stanislas69 said: Could make the horse move on the side, and make the gather meat anim the default infantry one. That is how is showed, its using the default infantry and the horse just remain his root position. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 27, 2018 Report Share Posted March 27, 2018 Yeah then move the horse to the side and put the unit at the root 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 27, 2018 Author Report Share Posted March 27, 2018 Done. 2 Quote Link to comment Share on other sites More sharing options...
Servo Posted March 27, 2018 Report Share Posted March 27, 2018 Will they mount again to drop the hunt if they are just beside the drop site?! Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 28, 2018 Author Report Share Posted March 28, 2018 i'm gonna leave the trot for all basic units and slow gallop for champion cavalry since they are the most faster (20+ move speed) Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 28, 2018 Author Report Share Posted March 28, 2018 6 hours ago, Servo said: Will they mount again to drop the hunt if they are just beside the drop site?! We need transition function for that to happen. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 28, 2018 Report Share Posted March 28, 2018 6 hours ago, Servo said: Will they mount again to drop the hunt if they are just beside the drop site?! Because in the code they still a single unit with the horse. so their walk animations isn't a infantry unit, is a cavalry one. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 28, 2018 Report Share Posted March 28, 2018 The carry anims could be human walk along the horse but it wouldn't make much sense. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 30, 2018 Author Report Share Posted March 30, 2018 So, 2 walk type animations can't live toghether or i will have to make another pair of armors and blankets for every different walk type and that means more files more complexity i just better go for the all trot as walk animation. Some ready/relax stances become unused for the rein usability, so its very possible it will end with less variants. couldn't bring back the 2nd death animation so i just leaved 1 just like the camel. heres the mod for a peek: Horse_update.7z still have to do some cleaning of the unused files and bring the crossbow variant for ROTE with trot animation fix the capes but is almost done. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 30, 2018 Author Report Share Posted March 30, 2018 Btw, why when the speed of the game is reduced (1.0, 0.75, 0.5) the animation speed remains unchanged, it shouldn't be synced with the game speed like AoE? Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 30, 2018 Report Share Posted March 30, 2018 It would be nice to have a second anim for chariots at least. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted March 30, 2018 Author Report Share Posted March 30, 2018 (edited) the slow gallop fits the chariot so if isn't a problem i leave the slow gallop for the chariots only, but i have to make their double saddle/armors actor files for keep synced. Edited March 30, 2018 by Alexandermb Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 30, 2018 Report Share Posted March 30, 2018 I hope you're not over complicating things. I can't look at the mod atm. Quote Link to comment Share on other sites More sharing options...
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