what if you didnt need to add anything to the model, but on the new animation you had to put a dagger in his hand... but the dagger could dissapear in the running anims. that would be fine is that possible?And in my second to last post, I misspoke when I said that all of a model's animations had to be redone. This would only be the case if were adding or removing something from the model, but not if I were just coming up with a new animation for it.
Model Requests? (or help)
- flametard
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oh yeah, also
- fhko
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Although I've never actually tried it, my gut tells me "no"...Fooli might be able to verify this.
The dagger in your hypothetical situation would have to be made part of the model. Parts of models can't pop in and out of beng at will. I'd have to add the dagger in at least some form (can be infinitely small) to the other animations' keyframes.
In a desperately creative way to to make it work, I might be able to take an existing model and mess with the texturing just a bit then hideously distort part of it (in this case the weapon-wielding hand) to make it appear as though it had a weapon (maybe by pulling at then elongating part of the palm). During the rest of the animations the only trace of it would be the discoloration where the texture was modified for the weapon (some metal colored bits on the hand).
This is entirely assuming the model has enough extra vertices in the region to make something resembling a weapon which is a big assumption given the typical model complexity in TU.
The dagger in your hypothetical situation would have to be made part of the model. Parts of models can't pop in and out of beng at will. I'd have to add the dagger in at least some form (can be infinitely small) to the other animations' keyframes.
In a desperately creative way to to make it work, I might be able to take an existing model and mess with the texturing just a bit then hideously distort part of it (in this case the weapon-wielding hand) to make it appear as though it had a weapon (maybe by pulling at then elongating part of the palm). During the rest of the animations the only trace of it would be the discoloration where the texture was modified for the weapon (some metal colored bits on the hand).
This is entirely assuming the model has enough extra vertices in the region to make something resembling a weapon which is a big assumption given the typical model complexity in TU.
You're right fhko. There are only really a handful of ways to do this, none of which is ideal.
1. Build a model that holds a weapon all the time, put the weapon attach point on the end of the blade (or whatever), use an invisible weapon model and just animate the attacks as normal.
2. Build a model that has a weapon sheathed most of the time (which would make running etc a bit more natural) but that draws and attacks with it when you press fire, using the same weapon attach point/invisible weapon model approach. Of course the model would have to sheath the weapon again after, which isn't great.
3. Build a model without any sort of weapon in its hand, and just use a dagger/sword/whatever as the weapon model, so it appears when you press fire, then disappears. As well as looking a bit odd when it appeared/disappeared, you'd also have to work out a way of aligning the weapon and the animation so it looked vaguely like "an attack", not just someone pushing a vertical sword towards someone. Quite tricky.
None of these is ideal. We just don't have an animation system that can do melee, to be honest. The only way I'd even try to do this is just sticking to one weapon type per model, building the sword or whatever into its hand, and swinging it about for attack animations. I'd also probably do it using a turreted model, cos that makes life a bit easier sorting out different combinations of walking, standing, running and fighting. But that's a bit restrictive for proper humanoids. What's really needed is skeletal animation. Even then I doubt the lag model we use will work very well - it's designed for ballistic weapons.
But I'm sure you'll have a go anyway, so good luck :]
f
1. Build a model that holds a weapon all the time, put the weapon attach point on the end of the blade (or whatever), use an invisible weapon model and just animate the attacks as normal.
2. Build a model that has a weapon sheathed most of the time (which would make running etc a bit more natural) but that draws and attacks with it when you press fire, using the same weapon attach point/invisible weapon model approach. Of course the model would have to sheath the weapon again after, which isn't great.
3. Build a model without any sort of weapon in its hand, and just use a dagger/sword/whatever as the weapon model, so it appears when you press fire, then disappears. As well as looking a bit odd when it appeared/disappeared, you'd also have to work out a way of aligning the weapon and the animation so it looked vaguely like "an attack", not just someone pushing a vertical sword towards someone. Quite tricky.
I'm not sure I see the point of that - if the weapon is going to magically appear in the hand you may as well leave the main model alone and just use weapon models, as above.fhko wrote:In a desperately creative way to to make it work, I might be able to take an existing model and mess with the texturing just a bit then hideously distort part of it
None of these is ideal. We just don't have an animation system that can do melee, to be honest. The only way I'd even try to do this is just sticking to one weapon type per model, building the sword or whatever into its hand, and swinging it about for attack animations. I'd also probably do it using a turreted model, cos that makes life a bit easier sorting out different combinations of walking, standing, running and fighting. But that's a bit restrictive for proper humanoids. What's really needed is skeletal animation. Even then I doubt the lag model we use will work very well - it's designed for ballistic weapons.
But I'm sure you'll have a go anyway, so good luck :]
f
- fhko
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The torso is coming along nicely. Something went a bit funny on the anterior part, but it's nothing noticeable (oh-no! I've done it! I've reached the point where my 'errors' are invisible! I never thought this day would come. ). Don't think you're getting a face out of this deal, flametard. I'm just using that to better shape my helmet. It won't last.
- fhko
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I'm planning a ways ahead here. It seems to me that using a spiked mace for a weapon is a lot more poly intensive and not as cool as using a shiny sword. So, can I go with a nice little gladius or katana, instead? What sort of shield do you want this guy to have? Buckler, round wooden, kite, or tower?
- fhko
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Oh yeah....you're right! It does look like a lobster claw.
edit: I remember my high school art teacher telling me that people draw others in their own image. I think she was right. Because as much as I try, I can't seem to make this guy look more chunky.
edit2: then again, the suit of armor you gave as an example doesn't have very chunky arms either.
edit: I remember my high school art teacher telling me that people draw others in their own image. I think she was right. Because as much as I try, I can't seem to make this guy look more chunky.
edit2: then again, the suit of armor you gave as an example doesn't have very chunky arms either.
- fhko
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It's my second humanoid actually...
Now that I have time, I've finally gone back and messed with the exoskeleton's animations. I removed the move start/stop animations to cut down on file size and rigged it so the model will fire a weapon so that it matches the punch animation.
You have two choices as far as versions now. One is set to not be effected by external lighting and therefore appears to glow and the other is the normal version. The texture link is back on page 7 of this thread.
ExoSuperSkel_Glo
ExoSuperSkel
Remember to rename any model file if you modify it in anyway, thanks.
Now back to that Knight guy...
Now that I have time, I've finally gone back and messed with the exoskeleton's animations. I removed the move start/stop animations to cut down on file size and rigged it so the model will fire a weapon so that it matches the punch animation.
You have two choices as far as versions now. One is set to not be effected by external lighting and therefore appears to glow and the other is the normal version. The texture link is back on page 7 of this thread.
ExoSuperSkel_Glo
ExoSuperSkel
Remember to rename any model file if you modify it in anyway, thanks.
Now back to that Knight guy...