Posted: Sat May 14, 2016 8:44 am Post subject:
Trans_C's Random WIP stuff
Subject description: Trying to improve my 3d skill
Yeah, it's time to post something!
1.
A Heavy Infantry for China in EASB Hour. Not animated ATM.
Low poly(poly count:992)+bad skills=Ugly stuff. But imo it's detailed enough for shp-rendering...
But I still can't decide what weapon it should use. Any advice?
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_________________ Aka DirtyChicken Last edited by Trans_C on Sat May 14, 2016 3:50 pm; edited 1 time in total QUICK_EDIT
Not sure shp vehicles or infantry for that matter can have multiple stand frames. could try checking if standframes tag works for it in the art ini _________________ ~ Excelsior ~ QUICK_EDIT
StandingFrames can be only 1 (afaik there is no way to animate an SHP unit while standing with a certain standing anim)
Only thing i know is using the Squid IdleRate logic, but that is using the walkframes iirc.
However, the Dragoon model looks really nice.
Any reason why you haven't used only 1 forward walk anim and rotated the entire model? I know Starcraft uses your current way with fixed body and different facing walk anim, but i think this doesn't look that nice as a whole rotated body. Would have also made the anim work a lot easier.
If i'm not mistaken, the reason why starcraft used a fixed body with different facing walk anims was also an engine limitation, due to its "16 frames mirrored along vertical axis" logic. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yeah, it seems that the standing frames are hardcoded to only play 1 frame per facing, or use the squid mode with the IdleRate= tag. This is stupid!
Well, considering that WW didn't really need a walker with four legs and two pairs of rotating b*llocks, it might be reasonable to simplify the game engine, but......it's still stupid!
Using only one walk anim and rotating the legs is not an option. When moving diagonally, it needs another anim different from when moving straghtforward. So there should be at least two walk anims(and rotating the legs four time each).
Now, the death animation and the warp-in animation.
(Daydreaming:It would be great if ARES had a feature enabling a warhead(or animation) to instantly spawn a vehicle or create a superweapon. With it we could make the dragoon teleport directly into the rally point, besides lots of other interesting stuff)
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_________________ Aka DirtyChicken Last edited by Trans_C on Sun May 29, 2016 2:14 am; edited 1 time in total QUICK_EDIT
Using only one walk anim and rotating the legs is not an option.
no, i meant rotate the entire body. Imo there is no need to have the center body always stay in the same direction.
For SHP units i only make 1 walk loop, copy that 8 (or 32) times and then only rotate the camera (with the lights attached to it) around the model to get all the facings.
Very easy, fast and efficiently done.
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Thu Jun 09, 2016 8:30 pm Post subject:
it surely can use some improvement. Mainly with the particles.
Camera glow is for fun. Should be removed if it get used and the materialize process should be adjusted a bit.
I'm wondering how you want to implement all the transparent effects. Are you going to split it up into separate anims and then play multiple anims at the same time with each having a different Translucency setting? _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm wondering how you want to implement all the transparent effects. Are you going to split it up into separate anims and then play multiple anims at the same time with each having a different Translucency setting?
In fact we are planning to make another mod featuring protoss-ish aliens on the moon teleporting structures onto the ground(MOAR touhou weirdness!), and this warping-in animation(a bad imitation of the mothership warping anim in SC2) is how Kenosis thought the alien buildup should be.
But of course, the whole project is still only on paper, so screw it.
Next, the walking anim of the ninja turtle man....And a scrin dragoon!
lol, what a happy looking run anim
the walk/run loop needs some more work as it looks too comical and unrealistic. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Because he is humming "Moskau, Moskau" and is going to have a party!
OmegaBolt wrote:
I honestly can barely even see the legs move back and forth, looks like he's just hopping up and down in an odd fashion.
G-E wrote:
He's trotting like a horse in a parade, or perhaps bouncing like an astronaut?
On a side note, that is percisely how North Korean soldiers march when celebrating their leader's birthday. You can easily find it on Youtube.
...But of course, even we Chinese can find this kind of goose-stepping ridiculous and stupid.
Maybe this is better?
And the Waifu Mine, a stupid parody on the Widow Mine.
The "walking" anim of the guy sitting on a mobile toilet.
I decided to name it Clavatorier(I know it sounds stupid, but my English is poor, unable to come up with clever names).
Maybe a stupid question, but why you don't use biohazard guy animation (from Generals) for this Chinese trooper? They are easy to extract, I guess a model like that can be rigged with them.
What surprises me in general is that I haven't seen any infantry SHPs made with Generals animations in any mod. Did anyone even try that? QUICK_EDIT
Maybe a stupid question, but why you don't use biohazard guy animation (from Generals) for this Chinese trooper? They are easy to extract, I guess a model like that can be rigged with them.
Honestly, I've tried that 2 years ago and the result was a terrible failure...Maybe I got something wrong, but I really don't know how to rig them correctly.
Damfoos wrote:
What surprises me in general is that I haven't seen any infantry SHPs made with Generals animations in any mod. Did anyone even try that?
Making infantry shps requires skills AND patience, so most of the mods decided to use public assets or modified RA2 shps instead of messing with polygons and key frames for 10 hours or so for a single Ranger. And those who are capable of making a shp may find the Generals animations look stupid, hard to rig, and make them look like noobs that don't know how to animate their infantry.
Unfortunately I fall into the miserable category of willing to do it myself but don't have the skills for it....... _________________ Aka DirtyChicken Last edited by Trans_C on Wed Jun 15, 2016 3:15 am; edited 1 time in total QUICK_EDIT
it surely can use some improvement. Mainly with the particles.
Camera glow is for fun. Should be removed if it get used and the materialize process should be adjusted a bit.
(Image not Appeared in the quote, see the original post.)
It reminds of something: Notice the Hexagon Anim.
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_________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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That's a very nice alteration.
Even though it might not be that useful ingame with that melee sword. Though i guess modders will come up with many ideas to make it useful anyway. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I like the idea, but I don't like the sword. It reminds me of some pirate/persian/arabic dude.
It might be just me, but check for something more practical.
It's more of a concept of low-rank officers leading a charge with a ceremonial kossack sword(kinda WWIish but I think it's fine with the cumbersome style of the RA2 Soviets).
Maybe I'll give him another set of firing frames using a sidearm, though, like a high-tech pistol shooting rad-beam or something, so people can just make him a ranged unit. _________________ Aka DirtyChicken QUICK_EDIT
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