RF2 Mascot Modelling Contest (Extended)
Re: RF2 Mascot Modelling Contest
I'll extend to August 31st. It's only fair. I was out 2.5 weeks and fell behind.
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Re: RF2 Mascot Modelling Contest
Cool, thanks man.paradoxnj wrote:I don't see why not. As long as the circle with the RF2 inside stays the same. The color scheme really doesn't matter.
That'll help. I was getting worried about finishing the rigging and animations in time. And I haven't even looked into ogre format yet...paradoxnj wrote:I'll extend to August 31st. It's only fair. I was out 2.5 weeks and fell behind.
Re: RF2 Mascot Modelling Contest
That'll help. I was getting worried about finishing the rigging and animations in time. And I haven't even looked into ogre format yet...[/quote]paradoxnj wrote:I'll extend to August 31st. It's only fair. I was out 2.5 weeks and fell behind.
How's it possible to extend, if the rules are that the work has to be done at least on 31July ... RF2 needs to be done someday anyway ...
Re: RF2 Mascot Modelling Contest (Extended)
Sorry, I didn't notice that the title has been changed.
Re: RF2 Mascot Modelling Contest (Extended)
I'm still really busy with my clan and real life, plus I've been sick, but I'll try get something done if I ever get a moment. No promises though
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Re: RF2 Mascot Modelling Contest (Extended)
If i make a human player for Rf,and there is enough time left,then i can edit it for RF2 and change him.
Re: RF2 Mascot Modelling Contest (Extended)
Can the mascot have only melee weapon? Because I plan to make a middle-age warrior ...
Re: RF2 Mascot Modelling Contest (Extended)
I'd rather it not have any weapons but have a bone to attach weapons to. I want to show off the actor features.
Many Bothans died to bring you this signature....
Re: RF2 Mascot Modelling Contest (Extended)
Can i make him bald and export along one "wig" and one mustache as separate attachments?
The wig root bone will be at the pivot of the head biped.
I was thinking a plain customizable character with just trousers,sleeveless shirt and short boots
so you can turn it to a marine or a barbarian by later attaching vest,knee pads ,belts,grenades or pouches for bullets.
Some might what to make some custom gear on a belt and attach it (to the pelvis bip).
The wig root bone will be at the pivot of the head biped.
I was thinking a plain customizable character with just trousers,sleeveless shirt and short boots
so you can turn it to a marine or a barbarian by later attaching vest,knee pads ,belts,grenades or pouches for bullets.
Some might what to make some custom gear on a belt and attach it (to the pelvis bip).
Re: RF2 Mascot Modelling Contest (Extended)
Sure. Building him/her/it in parts is OK as well. This could simulate losing limbs during battle.
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Re: RF2 Mascot Modelling Contest (Extended)
The attachment are static mostly,are nt they?I mean the grenades on the belt wont jump up and down during the run animation unless the main skeleton has an animated bone to the belt that is a level higher in the bone hierarchy.
If the head attachment has some face animation (shout animation triggered by when hit for example)
using its own bones you ll use a head attachment script-i guess?
The head switching via script could make quick bad guy variations.
Or you prefer the head to be with the main actor and have the face and jaw bones on the main skeleton?
If the head is separate and has its own bones,must it be placed (move along its root bone) on the floor at origin 0 0 0
before the export?
In rf1 i once made a turret that way.
P.S.For the modelers-When you make the actor and attachment,and position the head to the neck (at x y z coordinates by keyboard entry) and check how it moves along the master skeleton,you have to first do the physique/skin and only after that to link the head attachment's root bone to the neck.
Otherwise the physique adds all bones in the hierarchy,and then you cant delete the bones you dont need (neck and below) to export the head.
If the head attachment has some face animation (shout animation triggered by when hit for example)
using its own bones you ll use a head attachment script-i guess?
The head switching via script could make quick bad guy variations.
Or you prefer the head to be with the main actor and have the face and jaw bones on the main skeleton?
If the head is separate and has its own bones,must it be placed (move along its root bone) on the floor at origin 0 0 0
before the export?
In rf1 i once made a turret that way.
P.S.For the modelers-When you make the actor and attachment,and position the head to the neck (at x y z coordinates by keyboard entry) and check how it moves along the master skeleton,you have to first do the physique/skin and only after that to link the head attachment's root bone to the neck.
Otherwise the physique adds all bones in the hierarchy,and then you cant delete the bones you dont need (neck and below) to export the head.
Re: RF2 Mascot Modelling Contest (Extended)
You can achieve grenades bouncing on a belt by simply animating the grenades and blending the animation with the actor's run animation. You could also try physics.The attachment are static mostly,are nt they?I mean the grenades on the belt wont jump up and down during the run animation unless the main skeleton has an animated bone to the belt that is a level higher in the bone hierarchy.
You don't have to script attachments. In the very first version you will because the editor will not be there. When the editor is developed, that is one of the first features to be implemented (actor attachments).If the head attachment has some face animation (shout animation triggered by when hit for example)
using its own bones you ll use a head attachment script-i guess?
To be honest...i'm not sure. I'm not an artist, so I haven't tested that. This will be a good test in the first version.If the head is separate and has its own bones,must it be placed (move along its root bone) on the floor at origin 0 0 0
before the export?
In rf1 i once made a turret that way.
Good tip. I hope to see more of this with the community. Sharing knowledge will be key in RF2. It will make a beginner into a pro. I hope to see some good scripts as well. Inventories, interactive HUDs, etc...P.S.For the modelers-When you make the actor and attachment,and position the head to the neck (at x y z coordinates by keyboard entry) and check how it moves along the master skeleton,you have to first do the physique/skin and only after that to link the head attachment's root bone to the neck.
Otherwise the physique adds all bones in the hierarchy,and then you cant delete the bones you dont need (neck and below) to export the head.
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Re: RF2 Mascot Modelling Contest (Extended)
In case someone wants to make inventory items that can be attached on the character,there are some grenade pics,-they re modern.
For the moment i dont do modern stuff,what i make is an aliens (movie 1986) marine like character which is something between modern and sci-fi (halo like) military design.
After the mascot is chosen it will be easier to add more gear,pistols etc attachments made by various people (provided you got the character mesh and skeleton.
http://en.wikipedia.org/wiki/Hand_grenade
http://en.wikipedia.org/wiki/File:M32_G ... oading.jpg
When the time comes,should i export using that plugin?
http://www.maxplugins.de/max2011.php?se ... ort=Author
http://www.ogremax.com/downloads
The free version supports only one texture,so it ll be diffuse for start,so if i use that pluggin you have to add the rest (specullar,normal)later.
Or,i could export to .fbx (2011) and you ll pick all material info for the textures from the fbx.
For the moment i dont do modern stuff,what i make is an aliens (movie 1986) marine like character which is something between modern and sci-fi (halo like) military design.
After the mascot is chosen it will be easier to add more gear,pistols etc attachments made by various people (provided you got the character mesh and skeleton.
http://en.wikipedia.org/wiki/Hand_grenade
http://en.wikipedia.org/wiki/File:M32_G ... oading.jpg
When the time comes,should i export using that plugin?
http://www.maxplugins.de/max2011.php?se ... ort=Author
http://www.ogremax.com/downloads
The free version supports only one texture,so it ll be diffuse for start,so if i use that pluggin you have to add the rest (specullar,normal)later.
Or,i could export to .fbx (2011) and you ll pick all material info for the textures from the fbx.
Re: RF2 Mascot Modelling Contest (Extended)
Artists might want to check out how to assemble an Ogre art pipeline.
Many Bothans died to bring you this signature....
Re: RF2 Mascot Modelling Contest (Extended)
Getting pretty close to the deadline now. How's everyone doing? I've got mine rigged and I'll probably have time to start animating tomorrow.