FOnline Development > 3D Development
Character Animations
Jotisz:
This is a bit messed but I just got it up to youtube will change it to a better one as soon as I have more progress.
Animation list AA, AL, AK, AN. Speed is fast a bit.
https://www.youtube.com/watch?v=wOdzw3lQxKw
EnclaveSniper:
Looks good, but it's hard to tell at that speed.
Lizard:
Jotisz, that look very good in my opinion.
You know, there's still a possibility to add very detailed models to the game, yet it will make the very idea of 3d as technology on FOnline engine obsolete.
1. Make a high-poly model and animate it.
2. Render the images from different perspectives with a shader and dithering you desire.
3. Create a batch (most simple method - autoclicker recording) for setting up the palette and alpha layer.
4. Create 6 batches for importing render images into Frame Animator and adjust the offsets for each direction.
From that point on, you'll have a automatic routine for rendering a certain type of 3d model into frames.
The drawbacks of this method is that it overthrows the work of some people here - first, second - it's a completely new approach and perhaps doesn't fit with the agenda of the developers according the introducion of 3d, tertiar - the whole process is very rigid and depends on every single process. (one must create new batches for different creatures and in case of autoclicker: position the windows accordingly)
And the final catch is - the creator of these frames will hold the absolute monopoly on his work, he won't be able to share work with the community just because of technological aspect of uniquity of his batch setup.
He will be only able to receive content, like weapons, skins, models from others, unless he share his batch file, positioning of windows on his workspace and all the other small adjustments of his 3d package and picture editor.
Yet, in my humble opinion, it IS in a farsight a more simpler approach for the "falloutish" looks of models and implementation in different revisions. Depends who's going to start it and how it will be received.
Lexx:
That's not what we want to do. It doesn't make it easier to add new armors and clothings, also it will make the client to grow bigger and bigger in size, due to the big amount of graphic frames needed. In the end, it will not make the models look much different if you pre-render new models or use the direct 3d models with shaders.
Also it's very inefficient if someone is holding the monopoly on a model and it's core files. Imagine we are going to add new weapon graphic-- all models need to be adjusted with the weapon and if now one of the people with their model-monopoly isn't going to do it, the whole thing is fucked and can't be done, exactly how it is right now with the original Fallout critter models and animations.
Lizard:
That was very insightful, i missed the client size btw, Lexx. Would it also affect the net perfomance?
I stated merely the possibly advantages and drawbacks of this method - honestly. Of course the monopoly will be not only a privilege but also a lot of additional stress on the holder and he will most probably not make it alone, so the process will hang for months in stage of vaporware without support of others.
So instead of making the player models, we could use this for creating particle and blood splatter effects, don't you think?
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