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Trans_C's Random WIP stuff
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat May 14, 2016 8:44 am    Post subject:  Trans_C's Random WIP stuff
Subject description: Trying to improve my 3d skill
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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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Last edited by Trans_C on Sat May 14, 2016 3:50 pm; edited 1 time in total

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B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Sat May 14, 2016 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

ninja turtle(

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 14, 2016 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Render looks fine, the minigun doesn't seem thematically appropriate though, maybe a mortar launcher?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat May 14, 2016 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

2.
A protoss dragoon.
I'm trying to figure out how to correctly animate its legs, so no walking frames ATM.



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 14, 2016 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat May 14, 2016 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

A humping robot? hahaha #Tongue

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sat May 14, 2016 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really sick stuff! Please keep posting more so we can feast our eyes upon more awesomeness Very Happy

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun May 15, 2016 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks somewhat weird now.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun May 15, 2016 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Do it kinda like goon1.gif but move the cross axis legs together, FL/RR move forward, while FR/RL move rearward...

That's kinda how my Arachnid voxel moves, except you have the added complexity of articulated legs.



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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 15, 2016 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

that does not even look like walking. vxl is not good for making walking anims

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sun May 15, 2016 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is a freaking nice looking dragoon there mate

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun May 15, 2016 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread





Watch the first 4 legs animate.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon May 16, 2016 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Tal'darim Ascendant!



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon May 16, 2016 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm going to assume AirBurst something or Aircraft Unit?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat May 28, 2016 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Now it walks properly, but I wonder how to put the standing frames to work.
And...
Kenosis, stop hijacking my thread!



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 28, 2016 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 28, 2016 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun May 29, 2016 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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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Last edited by Trans_C on Sun May 29, 2016 2:14 am; edited 1 time in total

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sun May 29, 2016 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

looks great!
but where is the water of the death anim? :ccccccccccccccccc

where is sc1? u.u

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 29, 2016 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
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.


Excellent warp-in anim. looks really cool.

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kenosis
Commander


Joined: 19 Aug 2009
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PostPosted: Sun May 29, 2016 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Then why in SC2 blizzard keeps this?
For the same reason, didn't use the 1 loop and 32 copies.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 29, 2016 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Because that's how the unit worked in SC1..? They put a lot of effort to keep continuity within the series.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Jun 09, 2016 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Textures are now being remade.
...Do we really need a normal map for a low-poly 3d model for shp-rendering?



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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jun 09, 2016 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 10, 2016 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

looks nice

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?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Jun 11, 2016 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
looks nice

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!



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 11, 2016 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, what a happy looking run anim  Laughing
the walk/run loop needs some more work as it looks too comical and unrealistic.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Jun 11, 2016 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

you could probably refer to the TF2 heavy for his run cycle.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jun 11, 2016 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 11, 2016 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

He's trotting like a horse in a parade, or perhaps bouncing like an astronaut?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Jun 12, 2016 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
lol, what a happy looking run anim  Laughing


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.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jun 12, 2016 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Mucho betterer Smile

The mine is cute, but you should give it frog legs to jump, flip over and roll forward until upright again Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 12, 2016 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

he needs some knees! his legs are too stiff and straight during the walk/jump.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Mon Jun 13, 2016 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:

The mine is cute, but you should give it frog legs to jump, flip over and roll forward until upright again Smile


it's too complicated for me...

Lin Kuei Ominae wrote:

he needs some knees!


Actually, I just want them to look stupid. (just don't want to admit that i'm terrible at animating models...)


Well, forget about it. Here's another concept: Lavalryman.



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B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
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PostPosted: Mon Jun 13, 2016 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

toilet?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Mon Jun 13, 2016 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

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).



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Trans_C
AA Infantry


Joined: 17 Nov 2014
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PostPosted: Mon Jun 13, 2016 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add a friendly face to the toilet guy.



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Keeper
Cyborg Engineer


Joined: 06 Jun 2016

PostPosted: Mon Jun 13, 2016 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dat's a sexy face he got.

Call it the AT-WT (All-Terrain Walking-Toilet) as a parody of Star Wars mechs?

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Tue Jun 14, 2016 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Jun 15, 2016 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Damfoos wrote:
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.......

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Jun 15, 2016 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread




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Trans_C
AA Infantry


Joined: 17 Nov 2014
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PostPosted: Fri Jun 17, 2016 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Toying with 3dsmax's texture systems.
The results look surprising good.



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Anderwin
General


Joined: 16 May 2005

PostPosted: Fri Jun 17, 2016 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice!Very Happy

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AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Jul 01, 2016 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

With this, maybe it's time to make a fully touhou mod...



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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri Jul 01, 2016 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
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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Keeper
Cyborg Engineer


Joined: 06 Jun 2016

PostPosted: Sat Jul 02, 2016 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Hot damn those are some nice sprites and animations.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Jul 24, 2016 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I've decided to do something with those RA2 Infantry 3d models.


Here is a concept for a conscript officer.
(Still WIP. Will be released when finished)



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 24, 2016 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Jul 24, 2016 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Jul 24, 2016 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
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.

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