Results 1 to 30 of 252

Thread: Animations

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Animations

    Hi Zxiang

    Quote Originally Posted by zxiang1983
    Thank you, Bwian!

    So I suppose it would be better to make the wagon fort unmovable? because otherwise we need additional units to push it, which would be difficult to implement. And some thing more is that when in battle, we need to roll the wagon by 90 degrees to let its side face the enemy, which would be difficult as well.
    No it wouldn't be feasible to have this sort of setup but I do remember that somebody here or at twcenter had got the warwagons in game using another siege engines skeletons.

    Edit:- Have a look at http://www.twcenter.net/forums/showthread.php?t=82549 now we have the mesh converters and more information on skeletons and anims we may be able to come up with a more stable fix.

    Because I'm interested in eastern European warfare, I've been looking at a horse drawn warwagon as an elephant. Still early days yet.

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 06-23-2007 at 08:41.

  2. #2
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    Hi Guys,

    Nothing to post, just wanted to say hi.
    Intercepted a quadraillion photons, worked
    on my melanomas, ate in restaurants I've never been
    to before, in short, a wonderful vacation. I know MT2W
    isn't 3D so we can't do the Nazgul and Eagles and other
    cool stuff but is there a way to half-assedly (hope I don't
    barred for that) try to do flying units? If we make them
    just archers can they just do a cantabrian sort of thing and
    keep them from interacting with units?

    Just wanted to post, I'm really interested.

    Back from the wilds of Florida, go Perdido Key! (As if
    they had a football team.)

    KE

  3. #3

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant
    Hi Guys,

    Nothing to post, just wanted to say hi.
    Intercepted a quadraillion photons, worked
    on my melanomas, ate in restaurants I've never been
    to before, in short, a wonderful vacation. I know MT2W
    isn't 3D so we can't do the Nazgul and Eagles and other
    cool stuff but is there a way to half-assedly (hope I don't
    barred for that) try to do flying units? If we make them
    just archers can they just do a cantabrian sort of thing and
    keep them from interacting with units?

    Just wanted to post, I'm really interested.

    Back from the wilds of Florida, go Perdido Key! (As if
    they had a football team.)

    KE
    Welcome back from your vacation, hope you had a great time.

    As regards the flying stuff, look at my post up above where I put in a few rambling thoughts. The main problem is going to be interaction with stuff on the ground, enemies or friends, and how to treat combat, air based or ground based? If you want flying based combatants then I think the low flying option is the best. Or you could come with me and look at programming languages to make a 3d based combat engine .

    I saw on the Milkshape forum http://www.chumba.ch/chumbalum-soft/...84&postcount=1 where somebody has posted a Python plugin for Milkshape. Haven't looked at it yet but it might be useful for you.

    Just off to look at dx9 hlsl mesh skinning and see what language/engine supports it .

    Cheers

    GrumpyOldMan

  4. #4
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    @GOM,

    Well I am interested in the Python plug-in; have to
    check that out. Read up some good stuff on Python a bit on the
    vacation (hid the book behind a novel so it looked like
    I wasn't having fun). Other book was on 3D modeling
    with the Torque engine. I don't know, pseudo-C++ scripting
    language? Blitz3D looks better to me, Got to get the animals
    back from the kennels and settle back in, then back to
    the joying of messin' with stuff.

  5. #5

    Default Re: Animations

    I made some very low-flying units for RTW for my 'Metal Mayhem' mod. I made a new animation set that had a rotating set of rotor blades, then hung a small droid thing underneath the rotors. The blades were both the 'flight' mechanism and the weapon

    They flew just about head height, so the enemy attacks looked natural. Anything higher, and the attacking melee weapons are aimed in the wrong place. I kept them small, so that the creatures did not look out of place hovering at that height. Make the thing big..like...say...a Pegasus.. and at that height they do not look like they have bothered to fly! Make them small...like a small imp or devil, and they look much better. Presumably, increasing the horizontal component of the animation would help too. Make them move faster than a galloping horse and you also increase the illusion of flight. I did that too for my hovering drones.

    You also need to be careful with the death animations as well You need to make sure they actually hit the ground properly!
    Careless Orc Costs Lives!

  6. #6
    Member Member KnightErrant's Avatar
    Join Date
    Jan 2007
    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Animations

    Absolutely cool , post some pics if you get a chance!
    Sorry, must have a form of vacationitis, now I'm getting
    the ole' animations are cool feeling again. When you're
    happy with your models could I get a copy; I'd love something
    to play with for flying.

  7. #7

    Default Re: Animations

    Hi KE, I was playing around with the animations tonight, trying to speed up the turn animations on the campaign map (way too slow, slowing everything down). Tried to animmerge with an ms3d general's file, like you said. Here's the error message I got in the DOS box:



    Here's the debug log:


    Code:
    MS3D000000, version number 4
    Number of vertices = 2098
    Number of triangle = 2128
    Number of groups = 5
    Number of materials = 2
    fAnimationFPS = 10.0
    fCurrentTime  = 1.0
    iTotalFrames  = 1
    Number of joints = 23
    bone_pelvis from 
    bone_RThigh from bone_pelvis
    bone_Rlowerleg from bone_RThigh
    bone_Rfoot from bone_Rlowerleg
    bone_abs from bone_pelvis
    bone_torso from bone_abs
    bone_head from bone_torso
    bone_jaw from bone_head
    bone_eyebrow from bone_head
    bone_Rclavical from bone_torso
    bone_Rupperarm from bone_Rclavical
    bone_Relbow from bone_Rupperarm
    bone_Rhand from bone_Relbow
    bone_Lclavical from bone_torso
    bone_Lupperarm from bone_Lclavical
    bone_Lelbow from bone_Lupperarm
    bone_Lhand from bone_Lelbow
    bone_LThigh from bone_pelvis
    bone_Llowerleg from bone_LThigh
    bone_Lfoot from bone_Llowerleg
    bone_weapon_weapon01 from bone_Rhand
    bone_weapon02 from bone_Rhand
    bone_weapon03_shield_shield01 from bone_Lhand
    First subversion number = 1
    Number of group comments = 5
    Number of material comments = 0
    Number of joint comments = 0
    Number of model comments = 1
    Second subversion number = 2

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO