Development > Artwork

Light UGV you might be interested in.

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headdie:

--- Quote from: H-Hour on May 08, 2012, 06:15:23 pm ---Looks pretty cool. Are you able to animate it? UGVs (and units that take 2x2 grid spaces) are still work-in-progress, but having a complete, textured and animated UGV would really help the testing process.

Let me know if you have any questions about the animation process. I'm not great at it myself, but we can help as best as we can.

--- End quote ---

--- Quote from: H-Hour on May 08, 2012, 06:21:46 pm ---Saw in the other thread you haven't done animation. Here's a bit in our wiki about exporting animation with Blender to our MD2's. Not sure how much help I can be as I have used mostly 3dsm. But Destructavator has done animation with Blender. He might be able to help or suggest some tutorials.

--- End quote ---

Just to confirm for animation you are wanting armature/frame animations?

if so then, http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Your_First_Animation/2.Animation which I found through the links at the bottom of the UFOAI wiki article is brilliant for setting it up.

I am hoping to have this think animated soon so fingers crossed.


--- Quote from: TrashMan on May 08, 2012, 06:58:57 pm ---Nice to see you finally dropped by headdie.  ;D

Looking good.
I think you can get away with a bit more polies in the wheels btw.

--- End quote ---

Yes it is about time 8)

I have been working on this on and off since the discussion we had, it sits a bit higher than I had originally planned but I did that so it looks better for ground clearance.

On the wheels, I am playing it fairly safe on the polly count for now and while I am not final on the texture i don't mind making mesh adjustments


--- Quote from: ShipIt on May 08, 2012, 09:40:33 pm ---There is also this Talk page about the UGV´s in the wiki.

--- End quote ---

Cheers for that, certainly a few things to think about.

H-Hour:
Yes, if I understand you correctly, we need frame-by-frame animations. There is no interpolation or whatever it is between positions. When you export to MD2, it will export each individual frame. UGVs might require slightly different animations (no crouching or panic), but I suspect most of their fire and movement will use the same animation types as other characters (walking, shooting, etc.). Here's a bit more about the specific animations we need.

headdie:
Taking a break from the hyperion like kOba suggested so going back to this.

I have removed the barrel from the turret so that it doesn't interfere with look of changeable weapons.

Currently animating the thing and have gotten test animations to work so I am now looking to animate the buggy properly now.

With UGVs not being fully implemented yet how much latitude do I have for animations?  I ask because

stand0, stand1, stand2, stand3         {Needed}
walk0, walk1, walk2, walk3            {Needed}
cstand0, cstand1, cstand2, cstand3      {UAV/UGV's crouching?}
cwalk0, cwalk1, cwalk2, cwalk3         {UAV/UGV's crouching?}
death1, death2, death3            {Needed}
dead1, dead2, dead3               {Needed}
run0                        {?}

{Do we need 8 weapons animations, Personally I think 2, 1 for single shot 1 one for repeat fire}
rifle
biggun - Fixme: What is the difference to "rifle"?
melee
pistol
pistol_d (akimbo)
grenade
item
rpg

stand_menu               {Needed}
stand_still                  {?}
panic0                  {I suppose the operator could panic but would that show on the UGV in mission apart from it just standing there? will panic be included in UAV/UGV implementation?}

In addition to that with this model having exposed wheels I can do left and right turning animations.  Also with having an independent turret I can animate that to rotate like the HWPs in XCOM but if yo include fire animations that could be a lot of animation frames for the different combinations.

H-Hour:
On animations needed: We need them all, but keep in mind you can use the same frames for different animations. One frame would probably be enough for all stand, crouch, stand_menu, stand_still, panic animations.

You can have just one cwalk set of frames you assign to cwalk0, cwalk1, etc.

I think you're right: we only need one set of weapons firing frames that can be used for all.

Right and left turning animations, and other things (like rotating just the turrent) woudl be nice to include if you can. We may not be able to use them right away, but we will eventually. Check out info about our tags system to see how a turret will be positioned on the UGV and how you can use that to make the turret swivel.

TrashMan:
Can turret be made like heads? As TAG-files? That might make them easier to animate.

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