Animation Pipeline
#161
Posted 31 March 2012 - 02:56 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
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#162
Posted 01 April 2012 - 09:05 AM
Attached Files
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#163
Posted 01 April 2012 - 05:11 PM
Pop 100+ of these guys in the game with any of the humanoid animations and see what happens to performance. Also zoom out to a standard RTS zoom level and see if you are getting the meaningful visual difference in profile between the low poly dudes and the high poly dude that your looking for.
To make this process easier on all of us... I'd suggest taking the default humanoid mesh and add/manipulate geometry to it vs. starting from scratch. Are you guys going to redo the UV mapping and planning to redo the hundreds of humanoid textures too?
Attached Files
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
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#164
Posted 02 April 2012 - 02:44 AM
EDIT: Did you commit the files?
EDIT2: Here are a few pictures showing the my model mapped:
Using the basic dude texture:


Using a Celtic infantry texture:

You can see how weird the thighs look. I maybe able to solve this by pulling the vertices in the thigh lower, but it might the mesh might look off.
Using the Greek hoplite texture:

I had to edit this so that it fit the mesh, even though the mapping fit the basic texture. The torso was all wrong.

I guess the thigh thing will be solved here by adding the tunic
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#166
Posted 02 April 2012 - 02:08 PM
Quote
Quote
Oh, and .obj files are easier to work with than .dae's to get back into 3dsmax
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#167
Posted 05 April 2012 - 04:35 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
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#168
Posted 11 April 2012 - 02:05 PM
Wijitmaker, on 05 April 2012 - 04:35 PM, said:
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#169
Posted 20 June 2012 - 06:28 PM
Someone with Blender rigging experience could then try merging the unit mesh with the animation. See some info here: http://www.3dartisto...ender-tutorial/
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#170
Posted 21 June 2012 - 02:44 AM
Can I just backup and ask a question though... what is the ultimate objective here (acknowledging that the low poly body meshes needs some upgrades - which is a separate topic)? Is there some animations that are so poor that they just need to be replaced, or are there just a handful of animations that are missing and need to be created? Or is our target to create a good template for future Blender animators to use for mods and slight animation adjustments? Help me out here, what is the todo list of things you want to see done in terms of humanoid animation.
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#171
Posted 21 June 2012 - 05:30 AM
Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com
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#172
Posted 21 June 2012 - 09:36 AM
1) Increase the variety of meshes/animations available - currently we only have a small handful to choose from
2) Most of our 3D modelers use Blender, so our unit animations should be compatible, which they are not
3) Remove the few remaining PMD and PSA files - only the unit animations use this format, and these are not compatible with most 3D programs
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#174
Posted 22 June 2012 - 09:48 AM
@Jason: Yeah, we might need some new animations in the future and improve some we already have. The attack animations are fine, they look great, its mainly the walk and gather/loaded animations that need to be improved.
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#175
Posted 22 June 2012 - 06:33 PM
Then I'll see if I can learn blender enough to get a template created. I'll probably need some help at some point, and I'll ask Zaggy for some assistance.
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#176
Posted 23 June 2012 - 06:00 AM

We can apply the custom shapes to our bones in Blender using the geometry provided by you
However, when I tried exporting it and loading it in Atlas, it said the skeleton file is not recognizable :/ Maybe someone with more experience can check it out?
EDIT: If needed I can commit my files.
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#177
Posted 23 June 2012 - 06:03 AM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#178
Posted 23 June 2012 - 06:27 AM
Attached Files
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#179
Posted 23 June 2012 - 06:41 AM
EDIT: Can we move discussion here?
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#180
Posted 23 June 2012 - 01:47 PM
Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com
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