What would you like to see...

Discussion in 'Models, Animations, and Particle Effects' started by vampiricpuppy, Dec 18, 2006.

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  1. Ax Thrower

    Ax Thrower Blood Lust

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    ... actually I believe that it is a Tabard from everything I have read and seen... a Habit was worn by clergy.
     
  2. Cujo

    Cujo Mad Hatter Veteran

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    Re: illithid

    I had a thought, I don't know if you could make the tenticals to constantly move, but it would be cool if they were in a more agressive position
     
  3. Lord_Spike

    Lord_Spike Senior Member Veteran

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    If we only had a Holocaust Cloak for that guardsman...Keep tryin'. You'll get it.
     

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  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Templars were a religious order, so yeah, quite possibly the outer coat would have been called a habit. I would have liked surcoats but I'm told it can't be done. :sadblinky

    I think Spike is yanking your chain - that looks like a character from Omega Man, one of Charlton Heston's brilliant trilogy of Sci-Fi films.
     
  5. smg225

    smg225 Gyro Captain

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    Nah, that's Andre the Giant, from "The Princess Bride." In that scene he's wearing a cloak that's about to be set on fire (it might be asbestos-lined, because it doesn't hurt him at all, just meant to scare some baddies away), I guess that's why it's called a holocaust cloak.

    If you've never seen that movie, it really is one of those 'you-absolutely-really-should-go-see-it-tonight-if-you-can' movies. It is lovely in every way.
     
  6. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    ioannis; since i havent done any animation into toee myself most of my answers will be guesswork, cuchu, or some of the other people who have fiddled with models of weapons probably have more valuable input, but here goes :)

    1. To make the tabard move as though it is cloth, you would either have to set up a seperate bone structure for it; or use cloth systems (which i have pretty much nil experience with at this present point). If you are using cloth systems, it may be better to model it as a 'sheet' type of structure, as opposed to a model with depth (ie your tabard isnt in actuality a blob that is covering part of your model, it is a series of polygons with no 'depth' as such kind of like a.... tortilla... around your model :txtsmilie .... Hope im not being too confusing there, like i said; i've yet to try cloth systems out :D

    2. So far as i know, most weapons in game use a single bone? i could be wrong, but i think that most static weapons are like that, whereas things like the spiked chain/heavy flail have more, to account for the fact that they animate. Again, the people who have already worked with adding new weapons are the experts here :p I'm not sure how grip-points and things are handled...

    3. While i can't say for -sure- how to handle this; the most straightforward approach would be to give the soldier animations for 'at rest sword sheathed' 'draw sword' and so on. The 'grip-point' that i mentioned earlier would obviously have to move on thesword sheathed animation, so that it was situated near the belt.

    Sorry that i cant give you much more concrete answers than that :p but theres several people who have modded in new armour/weapons who probably can add a whole lot more depth.
     
  7. Lord_Spike

    Lord_Spike Senior Member Veteran

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    I was definetly :poke: you, there. Please don't put Andre the Giant in your model. I was spoofing the proportions of your efforts because he looked giant-ish.
     
  8. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    i dunno; it'd be a bit of a laugh :)
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Damn... I LOVE that movie, how could I miss that reference???

    To many late nights modding and early mornings as a lorikeet's chew-toy. :yawn:
     
  10. Cuchulainn

    Cuchulainn Windmill Tilter

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    Not sure how much more I can add. I can confirm that the static weapons only have one bone. The grip point on the model is simply 0,0,0 in your workspace, so when making a new weapon simply place the handle in the center of your scene.

    It shouldn't be an issue drawing the weapon as the grip point remains constant to the weapon as it moves and rotates in world space. But I'm not sure how to handle the sword moving from the sheath to the drawn position. Might be able to have the actual sword replace the belt one mid-animation. Don't know how the animations work so I'm not sure if you can set it to equip the weapon in a position other than the default one.

    Cuchulainn.
     
  11. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    Re did the illithid heads yet again :D

    i wanted to make some nice topology so that they are suitable for animation - the old ones were a bit wonky - these new ones i'm happy with.

    Will try to get a working version skinned in max soon :p

    the extra tentacles one is for an ulirathid :)

    The head geometry is still a bit off - i'm referring to the tentacles as fixed ;)
     

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    Last edited: Jan 18, 2007
  12. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    or we could try this 1.3 million polygon version :D

    :Crazy_Tig
     

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  13. maggit

    maggit Zombie RipTorn Wonka

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    WOW. :) I like all three. :D
     
  14. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    ioannis, keyframes and framerate are seperate things :)

    frame rate is a method of describing how many still images are shown over a period of time during an animation - 30fps (30 frames per second) means that 30 still pictures are shown consecutively over the course of each second, creating the illusion of animation.

    a 'key frame' is an animation tool. Basically lets say you had an arm with a bone system in it. If you have the arm in an outstretched position, and create a keyframe of that, then move to another frame, say frame 100 and bend the arm, then create a second keyframe there, the sowftware will generally interpolate an animation between frames 0 and 100 that moves from totally unbent/outstretched to the new bent position.

    Creating keyframes at frames 1/2/3 will create a VERY short and fast animation, unless you had a very slow framerate like 1fps. Whereas if you did it over 100/200/300, it would take 12-15 seconds, if you were using a framerate of 25-30 fps respectively.

    Not quite sure what framerate ToEE runs with...

    The shiny effect on the 1.3million polygon illithid was just a procedural texture from zbrush; such an effect would not be translatable into the game (though it could be emulated through use of reflectivity maps, such as some of the existing creatures use).

    Max has similar abilities (that are similarly non-translatable) in the material editor.
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    A surcoat is a fabric vest warn over armour: think a crusader's linen garment over his mail. Same principle as a tabbard, only shorter.

    They're not a priority ;) I wished for some back when we had the lone red chain outfit. Now we have fine chain, golden chain, and hordes of tabbards (at least among the Keep Guards). But if they could be done right in a few different colours, it would be nice: just vests to wear over the outside of armour, to differentiate characters. But I tihnk there was a problem with the idea - the mail models showing through, or something. I did a search but can't find any reference to it: something that got discussed privately, perhaps.
     
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