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Character Animations

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Johnnybravo:
Nice job on jacket skin, ponytail looks ugly with those hair tho :d.

--- Quote ---I had to eliminate the idle animation because it was playing every time after the other animation stopped, so I could not see the transition.
--- End quote ---
Are there any idle animations on hero sprites? Don't even remember there ever being any.

--- Quote ---I am pretty good (I think) at 2d stuff
--- End quote ---
Most of skins out there are hurting :d. It's often reason why some 3D counterparts look so bad.

Surf:

--- Quote from: Johnnybravo on December 14, 2011, 07:29:08 pm ---Most of skins out there are hurting :d. It's often reason why some 3D counterparts look so bad.

--- End quote ---

Uh? Could you elaborate on that, especially in combination with what you quoted?

Karpov:
I mean those random animations that play when you are not moving; scratching his head , checking the weapon, etc. Well... there is nothing random about them in the 3d critters, they seem to play every time, so I just leave the static pose for every animation set, maybe there could be added as different animation some time.
  The jacket skin is mostly your work Johnnybravo, I applied your shader to the jacket and the pants, and created a specular map from the diffuse map. The idea is to have haircuts with ponytail, and not a separate layer for them. But for testing purposes, everything counts. It is useless layer, and it could be used for more interesting things.

I think 3d is hard at the beginning mostly because you have to understand you are working with an additional dimension in space, but you can't actually see it. It's like sculpting but with only one eye  ;D You can't see the depth, so that could be confusing. Once you know where you are, and how to move around the workspace, learning the software is just a matter of time.

I finished the rifle animation set. The only problem is that the male character has a bigger body, so the holstered rifle looks a little bit off when it's on the woman's back, but its not that bad.
https://www.youtube.com/watch?v=jIt8oExGFDE
Let me know if you see something wrong. Sometimes it is easy for me to fix but hard to spot.
These animation sets take some more time, because they have 2 holster, 2 or 1 shoot and dodge all in the same file, so its 5 animations to be fixed.

Lexx:

--- Quote ---I mean those random animations that play when you are not moving; scratching his head , checking the weapon, etc. Well... there is nothing random about them in the 3d critters, they seem to play every time, so I just leave the static pose for every animation set, maybe there could be added as different animation some time.
--- End quote ---

Talking to Cvet about it might help something. If he can do something engine-wise, evil hax0ry isn't needed.

Johnnybravo:

--- Quote from: Surf on December 14, 2011, 07:49:27 pm ---Uh? Could you elaborate on that, especially in combination with what you quoted?

--- End quote ---
If you are good in 2d or painting, you can greatly contribute to 3D depository by improving skins for existing models. Some guys did really great jobs on their models and on diffuse layers for those as well, however others did do nice models but left skin part on others - and unfortunately result is not always optimal. There are also plenty of models which need specular reflection painted to look any good.

to look like
Also Karpov should know more, as he was adding some of the stuff recently and showcased it as well.
EDIT:
@Karpov: watching that onslaught twice gave me an idea how to implement flash. Need to check out how to get muzzle coordinates (or at least model rotation, that should be much easier) in shader and build dynamic lighting using some already existing variables given by engine. Will just have to setup everything after being busy quite a lot with college issues :d.

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