Author Topic: Glestimals  (Read 79819 times)

wciow

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Re: Glestimals
« Reply #225 on: 8 October 2010, 22:31:54 »
I don't know if these are the current models you're using, but here are some animations which I had a while ago and finished over the past two days:

Thanks Zaggy, will add it to the next pack of Glestimals  :thumbup:

Glestimals have been slated for 0.4 by Silnarm so they need to get finished within the next couple of months to make it into the release. Heres a run down of whats been done and what needs to be done, it seems we are actually pretty close to finished.

Hawk - done

Heron - done

Eagle - done

Spider - done

Snake - done

Deer - needs animation

Rabbit - currently being animated by me

Bear - needs walk animation, other animations should be redone at some point.

Wolf - to be animated by JohnDH (thanks John)

Fish - needs animation, but non urgent as water based Glestimals are not planned atm.
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ZaggyDad

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Re: Glestimals
« Reply #226 on: 9 October 2010, 00:02:07 »
Btw, Wciow, it might be nice to have some claws on the hawk, so that the attack animations will look more natural (or at least the ground attack one will, since it uses claws for that).

Edit: Btw, I think I'm going to redo the animations for the eagle, since they seem a bit lacking, IMHO. =\

Edit: Oops. I forgot to do a death animation for the hawk. I'll probably have it done some time today, though.

Btw, does anyone know how far down the ground is for air units?

Edit: Done with the death animation. http://www.mediafire.com/?ml42414qm79226h

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« Last Edit: 9 October 2010, 20:58:52 by Zaggy1024 »

silnarm

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Re: Glestimals
« Reply #227 on: 10 October 2010, 03:46:36 »
Btw, does anyone know how far down the ground is for air units?

Code: [Select]
const float World::airHeight = 5.f;
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Omega

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Re: Glestimals
« Reply #228 on: 10 October 2010, 16:55:22 »
Hmm, didn't the birds use lengthy animations meant to be played at a very slow speed? So, the birds are also attacking now? Wow... I can't recall anything...

I might do one of the units, but first, I need to look over for moi missing files... Anyone happen to download that pack a while back?
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silnarm

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Re: Glestimals
« Reply #229 on: 11 October 2010, 01:30:04 »
Hmm, didn't the birds use lengthy animations meant to be played at a very slow speed? So, the birds are also attacking now? Wow... I can't recall anything...

I might do one of the units, but first, I need to look over for moi missing files... Anyone happen to download that pack a while back?

I have the two most recent 'packs' here, your wolf anim is no good though, it looks more like a deer 'prancing' than a wolf, of course the actual deer still needs a move anim...

I'm going to add what's there to the tileset 'forest' in GAE trunk, that way the latest should always be available in a known location.
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John.d.h

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Re: Glestimals
« Reply #230 on: 11 October 2010, 09:06:21 »


Better?

ZaggyDad

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Re: Glestimals
« Reply #231 on: 11 October 2010, 13:48:49 »


Better?

Nice job, though the back legs look slightly jerky when they're pushing forward. Also, it might be nice if you made the tail not quite so stiff.

P.S. Do you have a jaw bone set up? If you do, it might be look a bit better if either the mouth were closed, or moving a bit through the animation.

P.P.S. Sorry if I'm a bit picky. That's just how I am. =P

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« Last Edit: 11 October 2010, 18:04:13 by Zaggy1024 »

John.d.h

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Re: Glestimals
« Reply #232 on: 11 October 2010, 20:28:21 »
Nice job, though the back legs look slightly jerky when they're pushing forward. Also, it might be nice if you made the tail not quite so stiff.
Yeah, the back legs could definitely use some improvement.  It's like they "hang" for a frame longer than they should.  The tail is something I could work on, but it would be mostly guess work, as my reference's tail barely moves at all.

Quote
P.S. Do you have a jaw bone set up? If you do, it might be look a bit better if either the mouth were closed, or moving a bit through the animation.
I do.  However, this is being shown on my own wolf model, whose armature and actions are going to be ported over to the Glestimal wolf, which currently doesn't have an articulated jaw.  I would just replace it with my wolf, but the poly count might be a little high (currently 1100+).  The other option would be to articulate the jaw on the Glestimal wolf, which shouldn't be too hard.

Gabbe

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Re: Glestimals
« Reply #233 on: 11 October 2010, 20:37:30 »
Add moe life to te ears moth and tail and then you got i thik.

ZaggyDad

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Re: Glestimals
« Reply #234 on: 11 October 2010, 20:57:57 »
I just found a video on the National Geographic's YouTube channel that might be useful for an attack animation for the wolf: https://www.youtube.com/watch?v=MZm037jPNgc

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Omega

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Re: Glestimals
« Reply #235 on: 11 October 2010, 21:00:33 »
Wow... nice animation... Could we see a G3D animation instead though, as the specular lighting is very distracting from the blender render.
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John.d.h

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Re: Glestimals
« Reply #236 on: 11 October 2010, 22:28:47 »
Wow... nice animation... Could we see a G3D animation instead though, as the specular lighting is very distracting from the blender render.
I don't really know a way to cut one of those up into easily-GIF-able images... so no. :P

I just found a video on the National Geographic's YouTube channel that might be useful for an attack animation for the wolf: https://www.youtube.com/watch?v=MZm037jPNgc
:o THAT WAS SO COOL!

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Re: Glestimals
« Reply #237 on: 11 October 2010, 22:41:08 »
maybe a dl of a g3d wolf file? :)

ZaggyDad

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Re: Glestimals
« Reply #238 on: 12 October 2010, 22:20:20 »
I don't really know a way to cut one of those up into easily-GIF-able images... so no. :P

You can set the material of the wolf not to have any specular. Just select the model, go in the shading buttons window (by pressing the button in the buttons panel with the sphere on it) and if there is no material for the model, click "Add New", and then there should be a "Spec" setting in the shaders window, which you can set to zero.

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John.d.h

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Re: Glestimals
« Reply #239 on: 12 October 2010, 22:52:49 »
You can set the material of the wolf not to have any specular. Just select the model, go in the shading buttons window (by pressing the button in the buttons panel with the sphere on it) and if there is no material for the model, click "Add New", and then there should be a "Spec" setting in the shaders window, which you can set to zero.

~Zaggy1024
I'll keep that in mind for when I fix up the animation.  Won't make a difference in Glest, but it'll look nicer on deviantART.

Omega

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Re: Glestimals
« Reply #240 on: 13 October 2010, 01:26:59 »
There's also a button that says "shadeless" or something that prevents light or shadows from affecting the texture. Of course, the lack of shadows can be unrealistic sometimes.
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charlieg

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Re: Glestimals
« Reply #241 on: 13 October 2010, 12:26:34 »
Please consider uploading these to http://www.opengameart.org  :D

John.d.h

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Re: Glestimals
« Reply #242 on: 13 October 2010, 18:08:06 »
Please consider uploading these to http://www.opengameart.org  :D
I'll look into it and get back to you. ;)

Edit: Okay, I've looked into a bit and it seems good.  One of us can create an account and upload the content (when it's finished), as long as we can agree on a license.  I strongly favor CC-By-SA 3.0+, although one without the share-alike clause might be fine too.  I know Omega generally likes non-commercial licenses, but I'm not keen on this (and are we actually using any of his content?).

Wciow, Zaggy, y'all's thoughts?
« Last Edit: 13 October 2010, 21:41:57 by John.d.h »

Omega

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Re: Glestimals
« Reply #243 on: 14 October 2010, 00:03:48 »
CC-BY-SA is good with me. To be honest, I use either CC-BY-NC-SA or CC-BY-SA. The reason I use the non commercial one myself is because in Military, I used a few models by other people that were licensed under NC, thus, requiring me to use the same, and secondly, it's not meant to restrict people from using it commercially, its just so that they can ask for permission before they try to use it commercially. It's just nice to know.

But... are you using any of my stuff in here? Good god... I don't know... I should animate something... I think I'll volunteer for the bear.

Oh, and something else to ponder:
Quote from: Silnarm
I'm going to add what's there to the tileset 'forest' in GAE trunk, that way the latest should always be available in a known location.
Will we still need to upload to this other site if we use the trunk? Oh, and if we do, I propose one shared account, similar to how we share the Glest Files account. Sure, its not security smart, but we only use it for a few things, and issue the password to trusted users only. The Glest Files account on filefront has never had any troubles... Plus, having all the files by the same "user" on their site will help keep them linked and prevent confusion.
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ZaggyDad

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Re: Glestimals
« Reply #244 on: 14 October 2010, 02:56:44 »
Edit: Okay, I've looked into a bit and it seems good.  One of us can create an account and upload the content (when it's finished), as long as we can agree on a license.  I strongly favor CC-By-SA 3.0+, although one without the share-alike clause might be fine too.  I know Omega generally likes non-commercial licenses, but I'm not keen on this (and are we actually using any of his content?).

Wciow, Zaggy, y'all's thoughts?

I don't really care what you do with the animations... =P

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Re: Glestimals
« Reply #245 on: 14 October 2010, 17:41:43 »
I re-rigged and made an idle animation for the deer, if you guys wanna see it, I'll upload now?
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John.d.h

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Re: Glestimals
« Reply #246 on: 14 October 2010, 20:00:43 »
Sure, let's see it.

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Re: Glestimals
« Reply #247 on: 15 October 2010, 05:36:29 »
Ok here it is: http://dl.dropbox.com/u/5207065/Glest%20Files/Glestimals/deer_seth.7z

It's nothing fancy, just a 15 minute rig and 15 minute animation. :)
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ZaggyDad

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Re: Glestimals
« Reply #248 on: 16 October 2010, 17:56:00 »
Finished with the eagle. I modified the model and remade the texture to make it more realistic, but it might be a bit high-poly for Glest...

http://www.mediafire.com/?k7k9183d236v6v9

Edit: Wciow, have you thought about making a shark? 'cause if we do get water-based Glestimals, we'll probably wish we had made one. =P

Edit: Do we really need a spider in the game? I mean, since when would there even be a spider that big?

~Zaggy1024
« Last Edit: 17 October 2010, 23:11:18 by Zaggy1024 »

Omega

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Re: Glestimals
« Reply #249 on: 17 October 2010, 23:31:37 »
Giant spiders are very common in fantasy. For example, harry potter had the spiders in the forest, Lord of the Rings had that spider near the end, runescape has several giant spiders in the game... All in all, it looks great to me, plus, the animation is very good, and John must have spent many hours doing that. ;)

Shark would be second priority I guess. I say we first focus on getting the land glestimals done before we even try any of the water ones (they would be a lot more complex, I should think).
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