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Armors and clothing

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Luther Blissett:
Does anyone know how the skeleton / animating / getting it in game bits work? I notice Karpov's not been about lately - and previously I passed the models to him, he did some magic, then they appeared in the model repository for testing - whereas currently, even once these are finished base models, there's no way of testing them in-game.

[edit]
Here's screens of female gangster currently :


Not sure if the jacket is still too "manly" or not. It's hard to tell when she's doing this "wide arms and wide legs" pose whether she looks like a woman in a suit, or a skinny man with breasts. I might make the coat a little tighter and see how that works - anyway, will probably finish and upload this (and psds for recolourings) after work tonight. If anyone has any thoughts / suggestions in the meantime, let me know.

Graf:

--- Quote from: Luther Blissett on May 23, 2011, 06:06:49 pm ---Does anyone know how the skeleton / animating / getting it in game bits work?

--- End quote ---

As far as I know, there's a few steps that needs to be done, before the model gets in-game in a working state:

1. Skeleton should be set for the basic (male and female) model
2. Armor should be rigged to the model (as I understood, it should have some kind of skeleton too)
3. Layers of the armor are described in _FoHuman.fo3d
4. Animation should be added as additional file, with the animation itself (this means, that there's no model inside, only animation itself).

Note, that armor and character model are separate files.

Though, I might be wrong with some points, because I didn't tried to do it by myself yet.

Karpov:
The texture for the Ranger is indeed from NV, it was an early test, quick texturing, I never intended to actually use it.

Luther, you need to rig the model to the skeleton and the export it into a .x file. I'm not sure if you can import the bone structure from the exported files.
I'll check those new garments. Another thing, the long coats need animations to play along with the base model ones, so I think they will stay stiff until I finish other important things.

Graf , that is correct, armors have a skeleton which seems to blend with the one inside the base model, that's what lets me use additional "bones" for the long coats, even if they do not appear in the base model.

LagMaster:
Karpov is back!!!!! ihaa

let's finish those animations!!

Luther Blissett:

--- Quote from: Karpov on May 26, 2011, 10:28:33 pm ---Luther, you need to rig the model to the skeleton and the export it into a .x file. I'm not sure if you can import the bone structure from the exported files.
I'll check those new garments. Another thing, the long coats need animations to play along with the base model ones, so I think they will stay stiff until I finish other important things.
--- End quote ---

I think the animation preparation work is a bit beyond both my abilities and the software I currently have to hand at the moment - Wings3D doesn't animate, and trying to learn Blender's GUI was too much like "trying to remove my own teeth with a spoon" for me to get very far with it in my small amount of free time.

Anyway, this was preparation for the possibility that you'd disappeared forever, and we'd have to learn what you'd been doing without being able to see any of the source files, in a way where it would look identical to what you'd already done - whereas thankfully you have reappeared just in time. Very good to see you again :)

I would like to learn the rigging / animation stuff at a later date (and I think I now understand the principles behind it, at least), but for now it is probably much better if I finish the models I'm working on, and you do the "magic" that made them appear in the 3D repository. Once I've caught up with the stuff I've already planned, and a couple of further tweaks and adjustments, then I can look at doing some new learning during my next "quiet period" of real-life work.

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