Author Topic: Recreating Fallout animations in Blender  (Read 27169 times)

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Recreating Fallout animations in Blender
« on: August 27, 2016, 01:30:27 am »
Note:

Correct camera angle so far is:
Code: [Select]
X: 64.46
Y:    0
Z: -29.856

Note: On the images the rotation of the armature is shown, which is the parent of the camera, and the X rotation is shifted with 90 degrees, so 90 - 25.54 = 64.46 is the right camera angle.

Here are the blend and image files if anyone interested in trying to get even better precision:

@GitHub

I started recreating Fallout animations in Blender. So far:

Camera angle on a locker:

Code: [Select]
X: -27 (+90)
Y:  0
Z: -30

(Sun) Light angle on locker:

Code: [Select]
X:   7.5
Y:   0.4
Z: -54.7

On aybed2.frm the correct X seems to be -26.25. (+90)

Somehow I felt the 30, 0, 30 wasn't quite exact, so I did some research, still have to over check with other objects that have orthogonal edges.

As I experienced the X: -27 is more correct than the -30 advised on the wiki.



I set up the camera, the center of the (wire frame) locker object and the image of the locker on a bone that is locked on the center of the locker object (which is also the center of the coordinate system) and when it is rotated the camera will always project on the center of the locker object.



Ligth angle on locker, best I could find was:



« Last Edit: August 28, 2016, 11:17:46 am by Slowhand »

Offline KJ

Re: Recreating Fallout animations in Blender
« Reply #1 on: August 27, 2016, 10:31:34 am »
1. Do not try to set up camera using small graphics like this locker, use tile grid.
2. There's p. good camera and simple lamp setup somewhere on this forum.
3. Shadows' angles aren't consistent trough the Fallout's scenery objects, if you want to animate critters use critter to find an angle. Shadows of small objects like this locker are hand drawn, not rendered.
4. Usually you need multiple lamps for the correct lighting (like top and front lamp). You can skip the shadow lamp when you are making small objects.

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Recreating Fallout animations in Blender
« Reply #2 on: August 28, 2016, 01:15:12 am »
I tried again with walls, so far the best accuracy I got:

Code: [Select]
X: -25.54
Y:    0
Z: -29.856

Notes: It's not perfect, but at the level of detail one gets at animations or frames, no difference will be visible at angles at all.

« Last Edit: August 28, 2016, 02:32:25 am by Slowhand »

Offline KJ

Re: Recreating Fallout animations in Blender
« Reply #3 on: August 28, 2016, 09:33:42 am »
I spend some time wondering how on Earth your camera isn't upside down with this x value, now I see you haven't seet up camera angle, but attached camera with x=90 to the armature and then rotated everything. Your camera's X isn't -25.54, it's about 64 degrees, which is in the range of correct angles. Also this was done before, there's no need to waste time on it. One I'm using is 64.5, 0, -29.765.

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Recreating Fallout animations in Blender
« Reply #4 on: August 28, 2016, 11:13:17 am »
Yes, indeed, the angle is the armature rotation, the correct X angle for camera is: 64.46, totally forgot about that, thx.

Re: Recreating Fallout animations in Blender
« Reply #5 on: August 29, 2016, 04:48:00 am »
trimetric fun

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Recreating Fallout animations in Blender
« Reply #6 on: August 29, 2016, 11:38:53 pm »
Progress so far.. still need to figure out how to make those pixelated textures.


Offline KJ

Re: Recreating Fallout animations in Blender
« Reply #7 on: August 30, 2016, 01:21:50 pm »
still need to figure out how to make those pixelated textures.
Convert it to the Fallout palette with Floyd-Steinberg dithering.

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Recreating Fallout animations in Blender
« Reply #8 on: August 30, 2016, 03:09:51 pm »
Convert it to the Fallout palette with Floyd-Steinberg dithering.

Okay, ty, I'll figure out how to do that and will post the results.

Re: Recreating Fallout animations in Blender
« Reply #9 on: August 30, 2016, 08:57:22 pm »
poor converted meshes from van buren, quick render with 2 different camera settings and the dithering.

« Last Edit: August 30, 2016, 09:08:53 pm by FrankenStone »

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Recreating Fallout animations in Blender
« Reply #10 on: August 30, 2016, 10:12:00 pm »
poor converted meshes from van buren, quick render with 2 different camera settings and the dithering.





Hm, yeah, that was converted really poorly :)

Re: Recreating Fallout animations in Blender
« Reply #11 on: August 31, 2016, 02:39:59 pm »
still looks sexy :3 van buren would have been cool i believe.

Offline S.T.A.L.K.E.R

  • Some random guy
Re: Recreating Fallout animations in Blender
« Reply #12 on: September 01, 2016, 04:38:09 am »
Van Buren would of been alright

Also may I ask why you're doing this slowhand?
« Last Edit: September 01, 2016, 05:37:17 am by S.T.A.L.K.E.R »
Back In-Game :D

Offline Slowhand

  • Go for the eyes, Boo! Go for the eyes!
Re: Recreating Fallout animations in Blender
« Reply #13 on: September 01, 2016, 01:30:54 pm »
Van Buren would of been alright

Also may I ask why you're doing this Slowhand?

1. Because before I create new ones, I might compare the results on existing ones to experience the process.
2. I do not see much fantasy in creating models or animated assets in 2D, that's why 3D. Blender is free to use, hence the weapon of choice :)

Re: Recreating Fallout animations in Blender
« Reply #14 on: September 01, 2016, 06:12:29 pm »
but the question is for what u need a new locker ? mastering 3d modeling just to render it down is painfull.