FOnline Development > 3D Development
Armors and clothing
Lexx:
--- Quote from: Graf on August 05, 2011, 09:18:52 am ---According to the in-game definition it is made from brahmin hide, but in fact it's a football armor obviously. So it's not just you, who think so.
--- End quote ---
In fact, it's a motorcycle football armor, not american football armor.
Luther Blissett:
Quickly threw together a tribal model to test. When I say 'model', I of course mean "I made a cylinder on the arm and one round the waist". Not exactly high poly stuff :) I used the legs from White Tiger's "shaman" model. The reason I modelled the straps rather than painting them on is simply due to the skin colour thing. I suppose you could have just as easily painted straps onto each skin colour on the base layer, but I'm just testing things, so it doesn't really matter if it ends up useful or not.
Anyway, I think the implemented model of this is pretty safe i.e. it's so simple that there's no complex folding of cloth between legs or bending round shoulders - so with little opportunity for it to be "wrong", you could sort of call this finished, other than the points addressed below.
Firstly, technical thing - this (3D man wrongly seen as behind something else for a split second) sometimes happens with the 3D models for me. Is this just happening to me, or is this common for everyone else? I assume this isn't something we can fix ourselves.
Secondly, the difference in image is pretty obvious here - moreso than on many other of the models. You can see how he looks completely flat compared to the others. I'm not sure how much of this can be fixed by the texture, i.e. painted on shadow and highlight. The current texture is very flat, and it does show. Changing the texture should probably wait for shader progress, when we can hopefully find the right blend between engine and texture shadows. Hopefully JohnnyBravo's work on the shaders might go some way to solving this as, with the exception of death animations and the 'shot is fired before the animation starts', I think this is the main 'stumbling block' between really getting this 3D stuff to work.
For those who wondered, that's what tribals look like with different skin colours. Also for future reference, the models seem to be flipped on the x axis in the engine - at least the way I have been importing / exporting them anyway.
Necessary files with instructions etc for testing
http://www.megaupload.com/?d=5D8VHY4W
[edit]
Tested the duster hat. Hats / helmets seem like most of them will be very straightforward - all of the vertices attach to the "head" bone. That's difficult to get wrong :)
In the interests of "I wonder what will happen", I deleted the arms and legs of the skeleton here - it's literally exported as just the head and spine skeleton parts, whereas it looks like existing hats were attached to the full skeleton. Don't know if that'll actually be useful for anything though.
I haven't tested the duster coat yet, as it will need the extra "coat dynamics" skeleton stuff, which allows the coat to "fly back" when running, instead of being attached to the legs like the NCR long coat model did.
Karpov:
"Coat dynamics" I'm starting to think this was not a good idea... ;D
Haha, not really, but It requires animating the coat along with the character, that means, almost all of the animations :-\
But it's worth it.
LagMaster:
why? can't just we make it conected with there own bones and give them inertia?
so if you run, the coat will stay behind, but when you stop, it will hit the caracter(the problem is that we must define stop points so it will not intersect the legs)
Luther Blissett:
--- Quote from: Karpov on August 23, 2011, 06:58:43 am ---[...]It requires animating the coat along with the character, that means, almost all of the animations :-\
But it's worth it.
--- End quote ---
Yes, I noticed all the animations attached to the coat x file, and after playing around with the models so far, am beginning to understand the work necessary for this to be done. However, we can use this same "coat skeleton" for the duster and ragged coat and other similar things - I'm going to examine the weighting and try to do similar on the duster coat. If I can get that right, I'll be quite happy :)
It WILL be extra work to do on these files, but I think it's worth doing. If I manage to rig duster and ragged coat to the same skeleton, then any additional animations made for the NCR coat could simply be merged into the files, and as far as I can tell, would "magically" work.
I was considering doing similar with the long robe here, as a possible method of avoiding the legs poking through the robe - though for the sake of simplicity, I'm still hoping to get something working without the extra skeleton.
--- Quote from: LagMaster on August 23, 2011, 10:24:20 am ---why? can't just we make it conected with there own bones and give them inertia?
--- End quote ---
I don't know how you'd give them inertia (I am still a 3D noob) - however the "coat dynamics" is, as you say, its own set of bones. Basically, every current animation would need merging with the skeleton on the coat model, then the animation for the coat-bones would animate at the same time.
Might make more sense with a picture :
If you see the two little lines coming from the pelvis (img#2), these are attached to the two "coat tails", so in the walk cycle, for example, the coat tails are animated to flow backwards, whilst the rest of the skeleton walks as normal. The chest and arms are rigged to the body skeleton (img#3), like all other items, but the coat isn't joined to the legs at all.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version