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Author Topic: Model Animations (come here if you want to animate)  (Read 532 times)
brain
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« on: 06/27/09, 01:19 AM »

Current List of models with completed animations

big yokai
snok
oracle
icon
brazier

Current list of models needing animations:

acolyte
smithy
idol
outcrop
fat yokai

I am currently working on animating the fat yokai.


you can find the models and their sources @ unvanquished.googlecode.com, by either browsing source code, or checking out via svn.
« Last Edit: 07/05/09, 07:39 AM by c-ron » Logged

Andrew "Brain" Minarik

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« Reply #1 on: 06/27/09, 03:03 PM »

http://code.google.com/p/unvanquished/source/browse/#svn/trunk/models
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brain
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« Reply #2 on: 06/28/09, 02:16 PM »

lol, i think ill end up doing all the early alpha animations
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« Reply #3 on: 07/01/09, 08:21 AM »

 Shocked  Shocked ==> just perfect work!!!
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« Reply #4 on: 07/01/09, 11:18 AM »

minor glitches with the snok:
1. the skin isn't effected by varying light like it should be.
2. the bbox of the .md3 seems to be too small? i.e. the model disappears when players don't have center of model in view. (affects the yokai too)

halp with fixing these would be greatly appreciated Wink
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« Reply #5 on: 07/02/09, 03:52 AM »

yes i seen it too... but it disappear just when i'm too near of him

Try to resize the box?

before try it in game you can use this little soft: http://w17.media-convert.com/convertir/index.php?pg=getmyfile&key=-1&xid=bxzutdvu

easy to use =)
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brain
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« Reply #6 on: 07/03/09, 11:14 PM »

zomg thanks, that program fixes it! Cheesy

i redid the models on googlecode btw, so now there are no bugs EXCEPT for the texture on the snok looking the same under different lighting conditions...

EDIT: omg wow, i am dumb, no errors at all, the last bug was a snok.shader in my scripts folder which i had been testing earlier... Cheesy
« Last Edit: 07/03/09, 11:47 PM by brain » Logged
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« Reply #7 on: 07/17/10, 12:12 PM »

I can animate death sequences(easy_, walks aren't easy(trust me they are far from, fun!) but I could put one out, I can do taunts(easy) and whatever. I need to be told what to do, like I want XXX for whatever...
Basically I am bad at direction and need an idea to work with and some constructive criticism.
I've using Blender for 2 years and Maya for a year so I know how to do a lot but animation is the only thing not a whole lot of people do and I'm not bad at it.

I looked in the link you provided and only saw trem stuff nothing that involved the mods.
I am far from knowing anything but how to use Blender,
I can provide the animation that involves bones.......
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Hendrich
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« Reply #8 on: 07/17/10, 12:22 PM »

Quote:
Sent by jm82792 on 07/17/10, 12:12 PM
I can animate death sequences(easy_, walks aren't easy(trust me they are far from, fun!) but I could put one out, I can do taunts(easy) and whatever. I need to be told what to do, like I want XXX for whatever...
Basically I am bad at direction and need an idea to work with and some constructive criticism.
I've using Blender for 2 years and Maya for a year so I know how to do a lot but animation is the only thing not a whole lot of people do and I'm not bad at it.

I looked in the link you provided and only saw trem stuff nothing that involved the mods.
I am far from knowing anything but how to use Blender,
I can provide the animation that involves bones.......


That sounds great, but in this case, animation with bones wouldn't be needed (The Quake3 engine doesn't support it)  Unless you can grab that obscure MD3 compiler and export each animation frame as .obj which later converts it into the vertex format.
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« Reply #9 on: 07/17/10, 04:04 PM »

Just ask the dev's (Einstein, Amanieu, etc) to add bone-based animation and rag-doll effects to the engine.  With rag-doll effects no death animations would be needed.  Tongue
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jm82792
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« Reply #10 on: 07/17/10, 10:46 PM »

Hendrich, it would be sweet but I have no clue on what the status is of the project within that spectrum.
Just the sound of implementing it makes me scared Smiley

Ah crude so I can't animate with bones in Blender then convert that to vert keys?
So how(I've never looked) do I pose with bones, key everything with bones then finally convert to vertex keys? If that one issue is remedied then I'm read to do something Smiley
Where are the characters(download) and are they rigged?

If I can pose and keyframe with bones then we are fine.

Anyways I'd like to have maybe 10 death sequences for the (all of them would use the same set) bipeds(dunno about the multi legged characters). Flamer does one(maybe flame particles with the sequence? to show burning to death), general munitions, explosion, gravity/fall, goon, general/generic (dretch marauder, zapping whatever), tyrant (like a fall since you're head is getting cut off), painsaw(just use rant sequence) and finally maybe a shot gun since they'd drop dead/be pushed back from it.....

Death sequences aren't hard, I've never done them but they are like 20-30 frame deals.

Walk cycles are another story(they are difficult to get them good, I've done walking but not repeatable cycles) but I should be able to get it done for the bipeds at least,
I have never done non biped walks.
« Last Edit: 07/17/10, 11:43 PM by jm82792 » Logged
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« Reply #11 on: 07/18/10, 11:19 PM »

Still eager   :Smiley
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« Reply #12 on: 07/22/10, 01:11 AM »

 :Smiley hrm no IIRC reply yet.
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« Reply #13 on: 07/22/10, 06:37 AM »

Step 1: Go yell in IRC
Step 2: Get everyone doubting whether the project is going anywhere
Step 3: Make everyone plan to do something
Step 4: Wait ages and realise nothing is happening
Step 5:  Huh?
Step 6: Profit!!!
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