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Author Topic: Animation for character models  (Read 21590 times)

Offline vedrit

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Re: Animation for character models
« Reply #45 on: March 14, 2009, 06:06:53 am »
well, while you, and/or anyone else works on the models, I'll prepare the bones

Offline BTAxis

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Re: Animation for character models
« Reply #46 on: March 14, 2009, 10:22:59 am »
Remember to post screens from time to time. New artwork is always good to have a look at.

Offline Destructavator

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Re: Animation for character models
« Reply #47 on: March 14, 2009, 07:25:55 pm »
Here are screenshots of the Blender files as they are.

Again, these are old, and they were not originally created for UFO: AI, and if they are adapted into something for this game the high-poly crappy head will be taken out, among other changes.

Notice the hands have fingers, unlike the "mittens" the current models have, which allows for animations for pressing buttons and other stuff, and the polycount actually isn't real high once the head is taken out.

[attachment deleted by admin]

Offline Mattn

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Re: Animation for character models
« Reply #48 on: March 14, 2009, 11:12:12 pm »
i don't know whether we need fully modelled hands - as we don't have support for bones and can't form the fingers correct for every weapon.

also the foots looks a little bit big (maybe only from that perspective?).

Offline Destructavator

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Re: Animation for character models
« Reply #49 on: March 15, 2009, 01:16:36 am »
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i don't know whether we need fully modelled hands - as we don't have support for bones and can't form the fingers correct for every weapon.

Well, the fingers could still be animated together like the mittens on the existing models for firing and weapon-using animations, even without bone support in the game engine it wouldn't come out any different for such animations in-game, so this wouldn't be a problem.  The fingers could then be animated individually only for special animations not currently in the game (such as pressing a button or doing something else special).  In other words, the hands don't have to be modeled for every single weapon, so it shouldn't be an issue.  (If this sounds unclear, let me know and I'd be glad to rephrase and elaborate on that.)

Quote
also the foots looks a little bit big (maybe only from that perspective?).

Yeah, the feet do look a little funny, fortunately that's easy to fix.

Offline vedrit

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Re: Animation for character models
« Reply #50 on: March 15, 2009, 02:15:41 am »
That does bring up an important point. How specific can I be in model rigging?

Offline Mattn

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Re: Animation for character models
« Reply #51 on: March 15, 2009, 08:56:47 am »
well - fingers and foots must not be rigged imo. and keep in mind that you only have to rig the body - as the head is a different mesh model.

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Re: Animation for character models
« Reply #52 on: March 20, 2009, 02:59:30 am »
I've made some progress in making new soldier models in Blender, I'll start a new thread with details.