New 3D Artist (Kwama Forager)
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06-25-2008, 10:23 AM,
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IMO the death animation for Kwama Forager could be almost essential because in MW I always remember how the foragers curl in when you kill it. If it's too much work, then no problem, but I think it would be great animation. If you see a kwama forager by the hills and then you kill it with your warhammer, it shouldn't fly like bird about 50 meters away, I always liked the MW animation for it. I remember that the forager screams when it dies, if you can get the sound too, nice work then.
Just my 0.02
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.
Anyone interested in chess, challenge me on chess.com! |
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06-25-2008, 01:06 PM,
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It's not that it's too much work to do the animation, I just don't think it's required. With the collision on the skeleton, it is possible that it will curl up on death, but it's also possible that it will bend some other way.
Also, I have no idea how the death animation would behave with the havoked skeleton. The ghosts, for example, have a death animation to shrink into that little pool of ectoplasm and start the death particle array, but you can't move it around. Though with the Will'o'wisp, it turns into that dust, which seems to interact with the environment fine. I just think that we should take advantage of the technology offered with Oblivion's engine, and while I lke the animation from Morrowind, seeing it oer and over got a bit repetative. Though you could argue that none of the daths in Oblivion have any character to them. I think it would be possible to use a very simple script to play the death sound if we don't use a death animation. |
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06-27-2008, 08:03 PM,
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Please comment - Kwama sounds WIP
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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06-30-2008, 08:00 PM,
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The recordings are complete now but I'd like people to vote on which files they prefer where there are multiple options: Kwama sounds WIP .
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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06-30-2008, 10:16 PM,
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All these kwama things are utterly amazing. I see some very talented folks running around here.
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07-02-2008, 10:43 PM,
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Quote:Originally posted by DeusIndeed, there are! :yes: |
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07-04-2008, 07:50 PM,
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Quote:Originally posted by nick_op I think I know of a way to get the forager to curl up consistently in the same direction when it dies and the ragdoll collision takes effect: Take a look at the mudcrab skeleton - go to "Bip01 Calf L2" (usually 155 Ninode) and look at it in Nifskope. This bone has two bhkLimitedHingeConstraint back to back for the same bone. I believe this is what causes the mudcrab leg to curl up up slightly under itself when it dies. Those two constraints back to back act like a spring - the legs will snap under itself from the "tension" that those 2 back to back contraints provide. You can of course edit the properties in those constraints to more or less tension, and therefore more or less curling upon death. Just an idea. --Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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07-05-2008, 10:41 AM,
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The thing is - using the LimitedHingeConstraints in such a way (or even RagdollConstraints) would not allow the 'movement' I want it to have when it dies/the player picks it up. Thanks for the suggestion though.
The way I have the constraints set up now gives satifactory movement on death and gives it a chance to curl up (which it often does), though not to the extent of the Morrowind animation, as the mesh is quite different to the Morrowind one, and to allow it to curl that much would allow the mesh to collapse in on itself. One thing I don't understand fully is the inertia for rigidbodies (SaidenStorm fixed this for me). From what I do understand, you pick the rigid body that you want to be the centre of mass and give that the higest values, then as you get further away, the rigid bodies are given lower values. |
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07-10-2008, 03:25 AM,
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Hey.... sorry for the MIA
I just got hired by a 3d Animation Studio here in Miami!!! I've been working on 3d Characters for the last few weeks now. I am getting sick of polygons!!!!! Anyway,... I do as much as I can for Silgrad on the weekends... See ya Saturday!
When there's nothing left to burn you have to set yourself on fire!
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07-10-2008, 07:17 AM,
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Quote:Originally posted by The Modax JagoI just got hired by a 3d Animation Studio here in Miami!!! I can say that surprises me. Congratulations!!! :wave:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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