FOnline Development > 3D Development
3d models development
pistacja:
The animation may seam odd because in some places the foot slides on the ground where it should not.
The run animation looks strange because the original run animation from fallout IS strange.
Falloutish:
Real World:
There may be another issue. These are two frames, one after another, you can see the character changed position but he did not change his pose, one more key frame might be needed here.
I'm not criticising, I'm just trying to help.
Don't shot!
Solar:
--- Quote from: Alvarez on February 03, 2011, 07:33:41 pm ---Now that i notice it again... Solar, where does your avatar comes from?
--- End quote ---
Its part of a painting thats hanging in my living room, of a Vault Dwelleress holding a YK32 Pistol :)
Pistacja is right, the leading leg on the run comes up too high, which makes it look a little odd.
TheGreenHand:
I just wanted to say that this stuff is really looking great. It's nice to see that after 30 pages about weapon models, we're getting into player models (that's not a criticism, it's all great work). Anyway, I can't wait to see this stuff in game, it looks like it's getting close-ish to completion...? It's like waiting for Christmas, kind of.
Also, is it possible to use the van buren models and Karpov's models? It'd be a little more customization, you can pick either at character creation. I'm not sure if its possible though.
Karpov:
--- Quote from: TheGreenHand on February 03, 2011, 09:25:56 pm ---I just wanted to say that this stuff is really looking great. It's nice to see that after 30 pages about weapon models, we're getting into player models (that's not a criticism, it's all great work). Anyway, I can't wait to see this stuff in game, it looks like it's getting close-ish to completion...? It's like waiting for Christmas, kind of.
Also, is it possible to use the van buren models and Karpov's models? It'd be a little more customization, you can pick either at character creation. I'm not sure if its possible though.
--- End quote ---
Thanks GreenHand, I am sure it can be done because that's the way I have it now in the SDK, I even had some fun hitting some Van Buren characters ;D
And pistacja, thank you for that very precise GIF you prepared, it sure will help. You are right about the double frame, that's where the animation loops, so I may have to delete first or last frame to make it smooth. You must have 10 Perception ;) . Running animation in the original game does the same thing with the leg, it is a bit "cartoonish", but I guess lowering it a bit would not be bad.
I'll see if I can manage to fix that, should not be a problem.
Gray:
--- Quote from: Pudzian_Koks on February 03, 2011, 07:30:26 pm ---Can someone texturing other armors, maybe MA, PA, APA from VB to Karpov model?
--- End quote ---
I'm on it.
--- Quote from: pistacja on February 03, 2011, 08:45:46 pm ---The animation may seam odd because in some places the foot slides on the ground where it should not.
--- End quote ---
The problem is hiding in animation speed. It's quite difficult to synchronize it with character movement speed. Speed up it too much - the character will slide, slower - it's "skiing".
But it's need to be done.
The precise method is to align the step length and time with character's movement speed.
--- Quote from: kttdestroyer on February 03, 2011, 07:59:46 pm ---In my opinion it looks to shiny, somehow plastic.
--- End quote ---
According the background, it's made of plastic and ceramic. Additionally, the texture is included in SDK, it's just a picture. You are free to make the better one. At this moment, this is the best we have, and it's much better then I can do.
--- Quote from: kttdestroyer on February 03, 2011, 07:59:46 pm ---And its a bit too fat around stomach, and too tight on the top.
--- End quote ---
It seems so to me too, but I may be sure of it only after seeing the model in the game. I can reshape it, but my work is not the final step of model integration. It depends of Karpov. If it takes a lot of additional work - it's not appropriate to reshape it each time somebody note a flaw.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version