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Churchill I Heavy Tank
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B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Thu May 22, 2014 11:17 am    Post subject:  Churchill I Heavy Tank Reply with quote  Mark this post and the followings unread

No Ingame cuz I don't need it.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 22, 2014 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

nice work.
Could you explain how you made body2 and body3 disappear when body1 is visible? (and body2 visible while body1 and 3 are invisible etc)
From what i know, allows the hva only a rotation/translation for the frames, but not a visible=on/off.

\Edit
Nevermind. If i'm not mistaken, you used the transformation matrix. I didn't know this works on a per frame basis as well. I thought it's a global setting.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu May 22, 2014 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rotation is already a transformation in the matrix, LKO. This is just a step further.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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=======================
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 22, 2014 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

so that means you could theoretically also create a pulsating balloon that becomes bigger and smaller. It would be just a transformation matrix with different scales for the frames.

Offering such nice features, I wonder why we then still only see "boring" boxes on wheels/tracks and no fancy organic animated VXL like a VXL visceroid/snake/snail/jellyfish.
Even wakes for VXL ships could be done this way. A VXL section that has a single wave and via hva you move this wave and let it grow/shrink to give it more dynamic, instead of a stiff object.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 22, 2014 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because it takes forever to get done. And even after that if you mess up your gonna have to go through every frame.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu May 22, 2014 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't do scaling animation for the voxels in these games unless you want to see major gappage opening up. If the data points were rendered as cubes then the individual cubes could stretch to bigger sizes as the object as a whole stretches bigger, so then gaps dont open up between the cubes, but since these games just render each voxel data point as a single pixel, you'll just see a bunch of single pixels spreading apart from one another.

I suppose if you don't stretch anything bigger than its maximum, but instead compress things smaller, then it might work fine.

I didn't see any reason for why people would want voxels that scale. So, that's why my program, for example, just completely ignores the scaling animation data in 3ds files.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 22, 2014 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

ViPr, you can make sections appear and disappear during the animation, emulating scaling animations. I think this is what LKO meant in his post.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 22, 2014 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

you know how HVAs can have frames right?

Basically you like say... have 10 Frames. The example being a Ship with a ripple-shaped voxel animation.

With every new frame you transform the ripple into a smaller and smaller one until its completely gone from sight.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 22, 2014 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
ViPr, you can make sections appear and disappear during the animation, emulating scaling animations. I think this is what LKO meant in his post.

both
-using a normal sized object in a single section and then scaling the section down for a pulsating size effect (100% size and smaller doesn't cause black hole syndrome)
-using several different sections and blend them in/out for more different shapes (like a visceroid or squid with animated tentacles who changes its shape completely)

If 3ds2vxl would understand scaling operations, it could do this too and make things much easier to create these more interesting VXL.


But seeing how the Voxel pros here create fantastic detailed VXL in less than a day, i don't understand why they haven't made something like this yet. Of course it's like spending time for 10 units while you get only 1, but then it's finally something else than the umpteenth box on wheels.


The only thing that might be problematic is the shadow.
I fear when you set a certain section as the one who casts the shadow and then scale this section to 0% for another to appear, you end up having a flashing shadow which is shown only on a few frames.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu May 22, 2014 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

With a custom VPL one could create a voxel layer of color 0 and tell the game to use that as shadow.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 23, 2014 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like he got the shadows working ok...


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 23, 2014 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

these animated tracks look extremely impressive ingame. wow.

since many VXL mechs in the past suffered from clipping errors of the many separate leg sections, wouldn't it be better to create mechs using this technique of complete models in separate sections with each model showing the mech in a different walking state?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri May 23, 2014 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried that index 0 trick Graion. If the unit is tilting the "Shadow" covers up the voxel as its flipping/tilting. (I.E: A subterranean unit or a unit being rocked)

Now someone try it on something like a Buggy. The exposed wheels will have shadow problems.

The reason they look fine on the tank because they're practically a box too.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat May 24, 2014 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO, if you want such complicated organic looking animation, then it is probably better to use polygons and render to sprites.

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