Author Topic: Exports from Van Buren.  (Read 36840 times)

Re: Exports from Van Buren.
« Reply #30 on: November 07, 2012, 06:01:17 pm »
They are showcasing a lot of stuffs. Thanks for sharing them Xammurapi.

Offline barter1113

  • New Vegas fanatic =)
Re: Exports from Van Buren.
« Reply #31 on: November 07, 2012, 09:10:58 pm »
@xammurapi you are my god! Please recreate Van Buren for game via browser...


Re: Exports from Van Buren.
« Reply #32 on: November 08, 2012, 12:01:29 pm »
Thank you for your feedback.
I would love to join the team, which would deal with the creation of the Van Buren or Fallout or Fonline based on the technologies available in unity3d.
However, all the projects that I have found (eg Postworld) have zero activity.
And the creation of the game by one person is absolutely unreal.
Practical purpose for a single developer can only be a small casual game.

So that together waiting Wasteland 2 by Brian Fargo.
Which by the way, too, like is on unity3d
http://vk.com/vaultcrawl
Skype: xinomobile__

Re: Exports from Van Buren.
« Reply #33 on: May 13, 2014, 11:56:13 pm »
Just for fun.

video: http://youtu.be/dwAp87S3CLQ
web-build: http://vaultcrawl.ru/webplayer/AllChars/AllChars.html
VB male characters and all the fonline 3d male characters in one scene (except for a child to whom I have not found the texture).
Rigging of Fo3d characters made by me in Blender. Animation - VB

For correct display of webbuild most likely need a video card with shader model of the third version, because I used tessellation to the characters, so they looked at least a little more modern.

Retargeting animation made using system Unity3d Mecanim. Since the characters VB have distinguished the structure of the skeleton,
fo3d characters have glitch with "destabilizing" the legs. In VB, the root element is "root", located at ground level, the legs are not inherited from the pelvis, and from this root. When I did the rigging, I wasn't aware of this, taking the pelvis is the root element of the armature.

Theoretically, a person with sufficient knowledge of C# or JS, can make animation exporter.  During playback of a scene, information on the status of each bone is available in each frame, there is information on the number of frames per second, so, all of this can lead to a standard speed of 30 frames per second and write to a file in the format BVH or FBX.
Sounds simple enough, but in practice difficult, at least for me.
« Last Edit: May 14, 2014, 11:27:44 am by xammurapi »
http://vk.com/vaultcrawl
Skype: xinomobile__

Re: Exports from Van Buren.
« Reply #34 on: May 15, 2014, 09:31:42 am »
Wow! Wish I could use these in Van Buren  8)
Good luck with your project!

Re: Exports from Van Buren.
« Reply #35 on: May 15, 2014, 03:57:28 pm »
Wow! Wish I could use these in Van Buren  8)
Good luck with your project!
Contact me via Skype! Maybe I can help.
http://vk.com/vaultcrawl
Skype: xinomobile__

Re: Exports from Van Buren.
« Reply #36 on: June 07, 2014, 10:56:19 pm »
Haha that mutant reminds me of the turtle ninja's