Development > Artwork

W.I.P. Potential new soldier models (Blender)

<< < (12/14) > >>

Destructavator:
Actually it's not that hard with Blender, you don't have to change every single vertex, just rotate the bones and insert a "key" or whatever it is called for each animation.

In other words, as an example, you can start with a starting pose, then press the "I" key (that's the key between "h" and "j" in the alphabet) in the first frame and choose "location and rotation" to *lock* the skeleton in place.  Then, after advancing several frames and setting up a new pose, select the skeleton again and press "I" again, same options, to lock a new keyframe.  It's actually a very fast and easy procedure once you've done it a few times.

If you want, I've actually done a little animation myself, and I can do a quick sample animation and upload it for you to play with.

I've also got screen recording software, I could easily make a little vid if that helps.

This might be easier than the method you are proposing.

BTAxis:
No, the list of animations should be kept to that which fits the intended feature set of the game. Which means what we've got now, plus prone, plus ladders. Plus firing from the shoulder, except I am to understand that's in fact part of what we've got. Anyway, people suggesting animations isn't a good idea, because animations we're not going to use anyway will result in that much extra work for nothing - on every actor model.

vedrit:
Destrucavator: Thats animating a finished model, not modifying an animated model. I tried it with the current male model, and, organic modeling skill aside, it didnt work.

BTAxis: Not every suggestion will be a good one, and, yes, many of the animations will only be for humandoid characters (Taman, Ortnok, human, etc), but I say its better to volunteer better work than require basic. Id rather do extra work on my own free will than have to come back later for animations that werent first put in, but decided to be put in later.

And, if I may say so, there are many combat animations that are lacking (Already put up the thread, and listed some there)
And we could put in some funny animations to be included in idleing (EX: When hiring people, someone could pick his/her nose, or run their fingers through their hair), to add some life to it

BTAxis:
My point was that the more animations you put on your list, the more are in actuality going to have to be made. In case you haven't noticed, animation work is among the least provided around here, and we're having a hard time completing the list as it is with a bare-bones set.

Now, I realize you're something of an animation volunteer, but what if you disappear? Who's going to take over? Nobody, that's who, and there's a great risk of us getting stuck with an only partially finished animation set that we'd have to trim down again out of necessity. So what I'm saying is, it's better to go for and complete those animations that are strictly needed. Only after that is the sky the limit.

Add to that my earlier statement that randomly suggested animations may never actually be used, meaning the animator will have spent time and effort for nothing. Even if you make an animation for a soldier riding a bike doesn't mean there will be any such situation in the game!

vedrit:
Once Ive started putting work into something, I dont stop unless either its been canceled or I am no longer needed. I could give you my cell number, if that makes you feel better.

As it stands right now, the list IS basic animations. Movement, changing positions, combat in the different positions, climbing. I dont know what your definition of "basic" is, but to me, that is it.

And I understand where your coming from. Anything other than what is absolutely needed will be put on the end of the animation list.

Side note: You know, BTAxis, me and you seem to disagree on quite a few things. Just thought that was kinda funny. Not good, but still a little funny

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version