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| What is everyone working on? #2 (Forums : Pimpage & Posing : What is everyone working on? #2) | Post Reply | |
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Jul 25 2009, 8:22pm Anchor | |
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IKs usually are not linked to the origin if you do this kind of animation trick as they would move with the origin but the origin stays where it is. You can of course also move the origin bone linearly forwards instead. This would work too but only if the export script doesn't export the origin bone. What I do is parenting all IK related bones to a master bone. I call this "ik.global" which by itself is attached to "ik.mover1". The origin bone then I leave alone. This way it always stays where it is not getting me in troubles with wonky export scripts. All IK solvers ( including the feet ) are then parented to ik.global and everything is fine. Made a little screenshot of one such setup ( only the first level ik-bones shown to not clutter things up ). This is now a Blender setup but the idea stays the same for all other apps. Just separate game-bones from ik-bones ( two different hierarchies with game-bones starting with "origin" and ik-bones starting with "ik.global" ) and you can do all kinds of complex animations without having to worry about positions. Edited by: Dragonlord |
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| Jul 25 2009, 8:45pm Anchor | ||
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Thanks mate, actually I was wrong (kind of sleepy right now) moving the master controller will fix the feet position problem and this is where your tips comes in. I'll try it tomorrow, thanks |
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Jul 25 2009, 8:55pm Anchor | |
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Damn, I'm really stumped on thinking up of levels as I am usually stuck creating the spawn room + hallway + large "middle" area and then don't know where to go from there (unless I'm using reference images). Anyone got any suggestions on how to go about thinking up an outline for levels? -- ![]() ![]() "There is nothing in a caterpillar that tells you it's going to be a butterfly." |
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| Jul 25 2009, 9:48pm Anchor | ||
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A little detailing and retexturing; possibly finished for the night: EDIT: Edited by: ngs616 |
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| Jul 26 2009, 9:08am Anchor | ||
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Imo it doesnt really look like fur. Try to download new alpha or make a new one that would actually look like fur. We cant see enough muscles sculpting... I mean if this thing fly using his arms it definitely has strong muscle to support everything. |
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| Jul 26 2009, 10:13am Anchor | ||
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Thanks for the input MrFred, i was thinking the same thing. I got a little to lazy to make the new alpha, i worked on it a lot yesterday. Today or tomorrow i will probably make the new alpha and retexture it. There is a couple of other alphas i need to make for it as well. |
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| Jul 26 2009, 10:40am Anchor | ||
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maybe those would work: |
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| Jul 26 2009, 11:49am Anchor | ||
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Those alphas are very nice, thanks for the link. I've seen that site before, but never really looked at it. It looks like it can be veryy useful. Thank you for the link. EDIT: I did a little detailing on the muscle of the bat.
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Jul 26 2009, 4:00pm Anchor | |
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Nice alphas... but unfortunately locked. No idea why they make these "free to download if registered" crap. Edited by: Dragonlord |
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| Jul 26 2009, 8:47pm Anchor | ||
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Me again. Texturing WIP. Adjusted it from being so black in a later version (this is a little outdated).
Even have the texture set up so that with a few clicks I can change the color scheme quite easily:
EDIT: Update. Trying to go with a simplified texture style, will start tweaking the render settings and go into Photoshop to get some nice image effects to convey the sort of game engine graphics I'm looking for.
EDIT 2: Here's a short promo render I did...I originally was just doing it as a visual effects test, trying to get the right mood - I might even keep something like the untextured look as the debris in the background, I kind of like it
You can find a larger version here (2400 x 1200): Apogee-3d.com Edited by: UnknownTarget |
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| Jul 27 2009, 12:25pm Anchor | ||
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Quick animation ( 1 hour) : I Still need to tweak some movement ( mostly the arms) and change some timing |
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Jul 27 2009, 12:42pm Anchor | |
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Good start but the left arm is ouch. Try to include the shoulder in the IK chain and/or add an elbow IK. |
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Jul 27 2009, 1:17pm Anchor | |
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Toyoka wrote:Damn, I'm really stumped on thinking up of levels as I am usually stuck creating the spawn room + hallway + large "middle" area and then don't know where to go from there (unless I'm using reference images). Anyone got any suggestions on how to go about thinking up an outline for levels?
Anyone? Edited by: Toyoka |
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| Jul 27 2009, 2:24pm Anchor | ||
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Dragonlord wrote:Good start but the left arm is ouch. Try to include the shoulder in the IK chain and/or add an elbow IK.
not my rig... jsut found it on high end 3d. Those arm controller are really annoying. Its really hard to control the elbow... if only i had a swivel angle or something like that but I dont know how to make one in maya :/ |
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| Jul 27 2009, 3:18pm Anchor | ||
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Dragonlord wrote:Nice alphas... but unfortunately locked. No idea why they make these "free to download if registered" crap.
To coax you into paying for the other tutorials. Although, many of them appear to be very useful. I worked on the bat a little more today. Toyoka wrote:
Toyoka wrote:Damn, I'm really stumped on thinking up of levels as I am usually stuck creating the spawn room + hallway + large "middle" area and then don't know where to go from there (unless I'm using reference images). Anyone got any suggestions on how to go about thinking up an outline for levels?
Anyone? It all depends on the resources you're using. Also, make sure you atleast draw a layout, and then box out the layout in hammer before you get really into it. Edited by: ngs616 |
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Jul 27 2009, 3:39pm Anchor | |
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I like the flyer -- Quote:How about I give you the phonecall and you give me my finger! |
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Jul 27 2009, 4:14pm Anchor | |
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MrFred wrote:
Dragonlord wrote:Good start but the left arm is ouch. Try to include the shoulder in the IK chain and/or add an elbow IK.
not my rig... jsut found it on high end 3d. Those arm controller are really annoying. Its really hard to control the elbow... if only i had a swivel angle or something like that but I dont know how to make one in maya :/ The simplest thing would be to extend the IK chain from the hand one more to include the shoulder, that is, if the rig contains a shoulder. If not one solution is to add a bone near the elbow and to add a Track-To type constraint to the upper arm. This way you can prevent the elbow from whirling around in an unpredictable way. |
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Jul 27 2009, 7:59pm Anchor | |
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Whee, got the skeleton done for it... It's 158 bones (+ 2 helpers, not shown in pic)... Next: attach it to the model.
-- Quote:How about I give you the phonecall and you give me my finger! |
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| Jul 27 2009, 11:08pm Anchor | ||
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Nice skeleton, Jimi. Reworked some stuff on the bat, redid a lot of the detailing.
Edited by: ngs616 |
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Jul 28 2009, 12:32am Anchor | |
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Now that's what I call "Bat Man" About the mapping. I'm aware drawing layouts and such, just not sure on the creative side of making a layout (ie. How to go about thinking of a layout? What factors should come into play while creating a level? How to have level progression? Major hubs/hotspots/"main event" rooms, etc. etc.). My life of gaming has taken a tole on my creativity, computer radiation FTL! -- ![]() ![]() "There is nothing in a caterpillar that tells you it's going to be a butterfly." |
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Jul 28 2009, 8:26am Anchor | |
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Nice rig but too many bones in some places. Neck, Torso and Tail have too many. That's going to be a pain to animate. For that kind of actor the neck needs one at most 2 bones. Torso usually 2 maybe 3. With the tail one can argue. In my opinion though too many at the tail end. Half of them would do the trick to except of at the very tail tip to give some extra motion. That's going to keep you sane while animating |
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| Jul 28 2009, 9:33am Anchor | ||
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Well i am tryingto create a mod called ξenos. |
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| Jul 28 2009, 12:43pm Anchor | ||
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I started a new whole scene without using those IK arms... I still need to animate the hands and tweak a few thing (like the arm movement) and fix the center of gravity on the player mesh when he's going backward edit: uploaded another video with 10 frames still at the end yo stop moddb from cutting the last few frames Edited by: MrFred |
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| Jul 28 2009, 2:15pm Anchor | ||
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Toyoka wrote:Now that's what I call "Bat Man"
About the mapping. I'm aware drawing layouts and such, just not sure on the creative side of making a layout (ie. How to go about thinking of a layout? What factors should come into play while creating a level? How to have level progression? Major hubs/hotspots/"main event" rooms, etc. etc.). My life of gaming has taken a tole on my creativity, computer radiation FTL! You should bring that up in a thread. That's a very complicated subject. I'd gladly contribute to it though. I'm not a master level designer or anything, but i've been doing it for a long time and it's probably my strong point at the moment. EDIT: A little more detail for bat: Edited by: ngs616 |
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Jul 28 2009, 3:52pm Anchor | |
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Hm.. good idea. I'll get a thread up after I come back from work -- ![]() ![]() "There is nothing in a caterpillar that tells you it's going to be a butterfly." |
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