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New character ready for animation
Posted: Mon Mar 13, 2006 10:02 pm
by NSCC_game_design_team
Heres a new character I just finished modeling. I modeled it in Maya 6.0, brought it into 3DMax 5 to rig and check weights. I think I'll texture it in Max, I havn't texured in max for while. The poly count is sitting at around 2700, there's still room for me to remove some polys in the boots, I'll do that later.
The next goal is to create the animation set. I want him to be played in 3rd person view so i have lots of animating to do. Last time I tried animating a character for RF i had issues with the jump, I did a bunch of reading so i think i should overcome any issues otherwise i'll post. Any tips are alway appreciated
Cheers Joel
Read the Docs
Posted: Mon Mar 13, 2006 10:20 pm
by Spyrewolf
Wow that's a sweet model dude!
reminds me of the dude in the new oddworld game!
i can't wait to see him textured and animated it's a good looking model!
Very Nice Workl indeed!
Posted: Mon Mar 13, 2006 11:16 pm
by AndyCR
WOW, awesome, space cowboy!
in the engine
Posted: Tue Mar 14, 2006 4:33 pm
by NSCC_game_design_team
I got the cowboy into the engine. I had to scale him down and fool with some camera setting but it all worked out.
I had to brush up on my character studio a bit. It took me a full evening, a full pack of smokes, and a couple doobies but i managed to learn alot and get a couple animations working. I still haven't tackled the jump animation yet, I need to do a bit more research on transition animations.
Posted: Tue Mar 14, 2006 9:52 pm
by NSCC_game_design_team
i got him jumping, its a bit choppy but i understand how the jump animation is working now. his idletowalk transition animation is working but his walktojump transition isn't. if anyone wants to thow some tips my way about transition animations i'd appreciate it.
Posted: Tue Mar 14, 2006 10:04 pm
by Spyrewolf
if anyone wants to thow some tips my way about transition animations i'd appreciate it
that's looking great!!!, to get an idea of how animation's are set up between transistions, open up virgil in Actviewer so you can see the animations, most transistion are about one or two frames but you can go through the animation frame by frame to see them clearly
hope this helps,
runtojump animation
Posted: Wed Mar 15, 2006 1:21 am
by NSCC_game_design_team
I nailed the idle jump animation and i'm gonna get started on walktojump animation. Though I dont see a runtojump transition animation in the PlayerSetup.ini
will i be able to create the runtojump transition animation?
if so what is the best way to go about this?
Posted: Wed Mar 15, 2006 1:48 am
by Spyrewolf
i don't think this is taken into account actually i think it's a jumpbegin -> jump-> jumpend cycle, type of setup the jump is used buy walk and run, i think the only difference is a crouch jump,
this is the default player setup, you can create a scripted player (better but more complex path) via scripting, basically it is a pawn that represents the player i'm pretty sure there are a couple of good scripts/tutorial/demo's on the forum,(do a search on Scripted Player) then you can create any type of animations/transistion you want to. like holstering guns, hold ledge, push box, any thing your imagination can think of....
but unless you are comfortable with the scripting language i wouldn't attempt this it is quite an undertaking...
freshly textured
Posted: Sat Mar 18, 2006 5:25 am
by NSCC_game_design_team
I decided to take a break from animation to drop a texture on my cowboy. I was kinda planning on texturing him in max but ended up texturing in maya.
next i will build a small level for my cowboy to roam around in.
Gotta keep tweaking these animations