Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 19 minutes ago, Lion.Kanzen said: What abou combat on tower? Already have some but if i don't have a proper gameplay to test them, im tie handed. @LordGood thoughts so far? any animation you may need? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 23, 2019 Report Share Posted October 23, 2019 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 6 hours ago, Alexandermb said: @Stan` can we make builders select 1 Single building variant animation per variant file while building? That could be awesome to have if i make some saw animations and even plowing. I don't think that's possible without extra code :/ Can you make the lateral mining anim ? I want to showcase both lordgood and big tiger's cliffs and Freagarach mining patch 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 @Stan` while the resting on shield is pretty awesome in blender, being the "shield" bone attached to the hand blender doesn't handle it very good exporting to collada so.. it moves after being droped and doesn't feel good. Any opinions if they should be added or not? They could work for predefined idles when the shield isn't part of the actor but of the ambient. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 3 minutes ago, Alexandermb said: while the resting on shield is pretty awesome in blender, being the "shield" bone attached to the hand blender doesn't handle it very good exporting to collada so.. it moves after being droped and doesn't feel good. That's weird, maybe it's missing constraints bake ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 6 minutes ago, Stan` said: That's weird, maybe it's missing constraints bake ? Even if i bake the action before exporting it looks weird. Looks more blender related like not being 100% accurate, here you can see the problem i mention: Spoiler The constraits works perfectly while being stationary, the problem starts while picking it up. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 If it's weird people will give feedback about it, so I'd say unless you find a solution, maybe asking on the blender forums, it shouldn't go him as long as it's "broken" Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 11 minutes ago, Stan` said: If it's weird people will give feedback about it, so I'd say unless you find a solution, maybe asking on the blender forums, it shouldn't go him as long as it's "broken" Yes, i think so. Going to mine: Wouldn't matter if the starting pose is different? This is the one we have for "constant" minning: Spoiler This the last one ive did for front minning: Spoiler if its horizontal minning it could end being like 2nd idle or something similar. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 23, 2019 Report Share Posted October 23, 2019 Well if you can use the same idle stance for both it's nice. I want to add special garrisoning animations like for formation. The prefix would be specified in the template and replace all animations and variants or fallback to existing anims (needs c++ changes) Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 23, 2019 Author Report Share Posted October 23, 2019 Have at least something for start: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 24, 2019 Author Report Share Posted October 24, 2019 New idle pose for the gaul swordsman: Spoiler (left actual - Right New) Reference: Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 24, 2019 Report Share Posted October 24, 2019 I wouldn't put a sharp sword next to my feet If I was bare foot but other than that looks nice. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 24, 2019 Author Report Share Posted October 24, 2019 9 hours ago, Stan` said: I wouldn't put a sharp sword next to my feet If I was bare foot but other than that looks nice. i've avoided to put the sword straight to the feet, in case swords is bigger: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 24, 2019 Author Report Share Posted October 24, 2019 Gaulish idles Done. (Named _0# for start the new naming convention for animations). Note: Managed to get smooth transition of idles using a 10-20% similar final frame bone positions in the frame #54. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 24, 2019 Author Report Share Posted October 24, 2019 Tweaked the idle ready for javelinist: Spoiler Comparisson: Spoiler Less dummy. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 25, 2019 Author Report Share Posted October 25, 2019 Gonna commit, the new pikeman attacking animations + gaulish idles. Here a sneak for the upcoming barbarian idles long, (This is more taunting): Spoiler 1 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted October 25, 2019 Report Share Posted October 25, 2019 Victory Animation Feels better than letting the victor control his units after the game (but of course, that's more on the programming side). 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 25, 2019 Author Report Share Posted October 25, 2019 Testing new poses for the gaul/brit infantry spearman: Spoiler Reference: Spoiler Quote Link to comment Share on other sites More sharing options...
wackyserious Posted October 25, 2019 Report Share Posted October 25, 2019 I don't know what this gesture is called. Maybe, a soldier bending/arching his body a little bit and moving forward his head while doing the gesture above (Something like spotting something from a distance?) 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted October 25, 2019 Report Share Posted October 25, 2019 Resting the shield on the limbs or on the side of the body while doing this. (Something like, I am really bored with what is happening pose) Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 25, 2019 Report Share Posted October 25, 2019 @Alexandermb I think the body is rotated too much on that last test, which makes the unit look like it's contortioning. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 25, 2019 Author Report Share Posted October 25, 2019 8 hours ago, wackyserious said: I don't know what this gesture is called. Maybe, a soldier bending/arching his body a little bit and moving forward his head while doing the gesture above (Something like spotting something from a distance?) i've done this before, thought in this case it could be used for long idles, both hands have either sword, bow or shield. 8 hours ago, wackyserious said: Resting the shield on the limbs or on the side of the body while doing this. (Something like, I am really bored with what is happening pose) Same in this case, the shield being dropped can't be possible as long as blender fix the flickering shield after being dropped. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 25, 2019 Author Report Share Posted October 25, 2019 6 hours ago, Stan` said: @Alexandermb I think the body is rotated too much on that last test, which makes the unit look like it's contortioning. Rotated the body slightly to make hip face front view: Spoiler Btw the hip must be tilt like that for make the legs have that position (one straight and the other bend) Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 25, 2019 Author Report Share Posted October 25, 2019 @Stan` used the same animations of the hoplites for the pikeman with slight tweaks to make the sarissa heavier. (don't used the long cleaning animation) i wonder if i should change sarissa walking to 2 handed instead of 1? i think a 2meter spear not because its weight but because of the lenght it should be annoying to hold with 1 hand unless it rest on the shoulder. What you think? @wackyserious @Sundiata @Lion.Kanzen @Stan` Pikeman_Base variant will be renamed to base_pikeman and replaced on every pike unit, (Following the rest of the variants names) 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted October 25, 2019 Report Share Posted October 25, 2019 Just now, Alexandermb said: i wonder if i should change sarissa walking to 2 handed instead of 1? i think a 2meter spear not because its weight but because of the lenght it should be annoying to hold with 1 hand unless it rest on the shoulder. What you think? @wackyserious @Sundiata @Lion.Kanzen @Stan` Some idle and march poses that might be interesting: Spoiler Quote Link to comment Share on other sites More sharing options...
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