Author Topic: Glestimals  (Read 79820 times)

ZaggyDad

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Re: Glestimals
« Reply #250 on: 18 October 2010, 01:01:03 »
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. ;)

Yeah, but are we really doing Glestimals to be fantasy? Because in that case, why don't we have unicorns and Pegasuses, and all kinds of fantasy creatures like them?

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Re: Glestimals
« Reply #251 on: 18 October 2010, 05:07:21 »
I say we stick with a realistic bunch of animals. :thumbup:
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wciow

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Re: Glestimals
« Reply #252 on: 18 October 2010, 15:02:08 »
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...

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?

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Ii think the new model is fine poly wise and the animations are top notch  :thumbup: nice job Zaggy  :)

A shark would be nice but I think we should wait for water Glestimals first.

The spider is cool but personally i would prefer a swarm of smaller (more realistic) spiders as a single glestimal.
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Zoythrus

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Re: Glestimals
« Reply #253 on: 18 October 2010, 16:22:42 »
i like the spider, and i think we should have a slight fantasy feel to them. im not saying make everything fantasy, but a unicorn wouldnt hurt, right? (just make a horse, then add a horn to the model...then we now have two different glestimals!)

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Re: Glestimals
« Reply #254 on: 18 October 2010, 16:53:23 »
i like the spider, and i think we should have a slight fantasy feel to them. im not saying make everything fantasy, but a unicorn wouldnt hurt, right? (just make a horse, then add a horn to the model...then we now have two different glestimals!)

 :thumbdown: :thumbdown: :thumbdown: :thumbdown: :thumbdown:



Quote
The spider is cool but personally i would prefer a swarm of smaller (more realistic) spiders as a single glestimal.

That would be great, and they wouldn't have any attack, they'd just scuttle away.

And if we're going to have swarms of spiders and stuff, I think it would be good to have an XML defined option for whether Glestimals are for show, or for hunt.
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Omega

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Re: Glestimals
« Reply #255 on: 18 October 2010, 18:01:23 »
I'm not saying we need full on fantasy like a unicorn (not that I'm against that), but I just happen to like the spider. ;)

Also, where's the rigged blend of the bear? It's not included in my pack of the Glestimals, so I couldn't animate it... Just looks like someone imported a G3D into blender, and animating imported models usually ends up with the model warping and breaking oddly... Anyone have the bear's original blend???
« Last Edit: 18 October 2010, 18:13:58 by Omega »
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John.d.h

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Re: Glestimals
« Reply #256 on: 18 October 2010, 20:15:42 »
I think the spider should stay due to acceptable breaks from reality and the Rule of Coolâ„¢.  None of the Glest mods I've seen so far are built for realism anyway, and most are complete fantasy or only have a vague inspiration from reality, so I think having a giant spider goes right along with that.  If somebody wants to make a fairy tale tileset and include unicorns and ogres in it, that's their prerogative, but let's keep them out of the default, shall we?  I have no problem including imaginary creatures in default as long as they're pretty close to possible (giant arthropods have existed in the past).

Omega

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Re: Glestimals
« Reply #257 on: 19 October 2010, 00:38:51 »
I think the spider should stay due to acceptable breaks from reality and the Rule of Coolâ„¢.
Well said.

All in all, I fully agree john. +1 :thumbup:
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Zoythrus

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Re: Glestimals
« Reply #258 on: 19 October 2010, 02:13:12 »
I think the spider should stay due to acceptable breaks from reality and the Rule of Coolâ„¢.
Well said.

All in all, I fully agree john. +1 :thumbup:
this idea has my full support. Rock on, big spider!

Omega

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Re: Glestimals
« Reply #259 on: 19 October 2010, 22:02:58 »
Again, I repeat, out of necessity, does anyone have the original bear Blender file? The one in my pack is just the G3D imported, which won't do... The animations could really use some improvement, so this all brings us back to: "Where's the Bear blend?". Who was the original animator anyway? He should have the blend (hopefully) somewhere...
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John.d.h

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Re: Glestimals
« Reply #260 on: 20 October 2010, 19:20:48 »
I have a bear.blend file, but there's no rig.  I can build one in a jiffy if you need it.

Omega

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Re: Glestimals
« Reply #261 on: 20 October 2010, 23:05:02 »
Except the problem is, based on past experiences, importing and reanimating models often "broke" the models... I discoved that even moving the arm of a rig on a tech guard caused many of the faces to "split"... I've had to scrap entire models before because of that issue, and have never solved it... Though, if you can get a working rig, be my guest.
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Re: Glestimals
« Reply #262 on: 20 October 2010, 23:20:27 »
You needn't import anything.  I have the actual Blender model.  I went ahead and appended my wolf rig to it and arranged the bones accordingly, but I might still need to do some tweaking as I may have forgotten some parenting issues now that I think about it.  I'll finalize it next time I'm at uni.

Omega

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Re: Glestimals
« Reply #263 on: 20 October 2010, 23:46:45 »
Oh, you meant the actual model... I see, that'd be great john, thanks. Being experienced with Blender, I don't suppose you happen to know why the imported models split like I mentioned though?
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Re: Glestimals
« Reply #264 on: 21 October 2010, 02:20:11 »
Oh, you meant the actual model... I see, that'd be great john, thanks. Being experienced with Blender, I don't suppose you happen to know why the imported models split like I mentioned though?

I don't know how they get like that, but it can be easily fixed by entering edit mode, selecting all vertices, hitting 'w', and selecting 'remove doubles'. ;)
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John.d.h

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Re: Glestimals
« Reply #265 on: 23 October 2010, 00:13:56 »
Somebody order a bear rig?
http://ubuntuone.com/p/LhH/



The jaw bone is there in case you want to articulate it.  Otherwise, feel free to ignore or delete it.  This armature is a bit different than my usual ones, as it comes from a wolf and they run kinda weird, so you may have to rotate *_leg.* bones to get the knees the way you want.  The up side is that you needn't touch the knee bones themselves at all.
« Last Edit: 23 October 2010, 00:15:47 by John.d.h »

Omega

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Re: Glestimals
« Reply #266 on: 23 October 2010, 00:24:15 »
Awesome work John. I'll get to work.
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Omega

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Re: Glestimals
« Reply #267 on: 24 October 2010, 00:28:49 »
Done. :)

Here's my bear. I must note, though, that you seemed to have broken the texture somehow in yours. Took me an hour to find out why I couldn't get it to export, then ended up having to completely re-UV map the texture, so it's not completely the same, but very very close. Animated and done, blend files included.



http://www.filefront.com/17425827/Bear.7z
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Re: Glestimals
« Reply #268 on: 24 October 2010, 03:15:53 »
Huh... weird that I didn't notice the texture.  That's what I get for working in solid mode.

Attack: Meh.
Idle: Decent.
Die: It'll do.
Move: Um... I'm sure it's got a great personality or something...

Omega

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Re: Glestimals
« Reply #269 on: 24 October 2010, 23:55:02 »
Huh... weird that I didn't notice the texture.  That's what I get for working in solid mode.

Attack: Meh.
Idle: Decent.
Die: It'll do.
Move: Um... I'm sure it's got a great personality or something...
:O The move animation isn't that good, yeah. I have no clue how a bear moves, and my attempts to replicate were met with... well, that.
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ZaggyDad

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Re: Glestimals
« Reply #270 on: 25 October 2010, 21:11:14 »
Finished the new animations for the heron.

http://www.mediafire.com/?xoqeppuf5d5br4g

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wciow

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Re: Glestimals
« Reply #271 on: 26 October 2010, 21:51:41 »
Thanks Zaggy :thumbup:

I'll upload a zip of the all the Glestimals so far...

EDIT: ok heres the file, it contains all of the recent work by Zaggy and Omega, I've exported all of Zaggy's animations to G3Ds and merged all of Omega's seperate .blend files into one. I've also begun rigging the rabbit and added a credits file to keep track of who did what.

http://www.filedropper.com/glestimalsoct2010
« Last Edit: 26 October 2010, 22:00:09 by wciow »
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Gabbe

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Re: Glestimals
« Reply #272 on: 26 October 2010, 22:33:20 »
Huh... weird that I didn't notice the texture.  That's what I get for working in solid mode.

Attack: Meh.
Idle: Decent.
Die: It'll do.
Move: Um... I'm sure it's got a great personality or something...
:O The move animation isn't that good, yeah. I have no clue how a bear moves, and my attempts to replicate were met with... well, that.

BUT you are a bear! you live in Canada! :P

I suppose you could just youtube

show all basix, bad quality but best i found in 2 minutes :)

https://www.youtube.com/watch?v=dxqO3fAFXuU

Omega

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Re: Glestimals
« Reply #273 on: 26 October 2010, 23:01:13 »
BUT you are a bear! you live in Canada! :P
I'm not a bear. Though, here in Canada, bears are afraid of humans, and will generally keep their distance. The slow ones usually end up shot.

merged all of Omega's seperate .blend files into one.
Hmm, I've been meaning to ask this... How should I do my animations to keep them all in one file? I suppose I could just tinker with the start/end frames, though that would mean that the last frame of the animation would be effect the starting frame of the next animation (in other words, you have to "reset" the skeleton's position every animation, something I've found annoying and a waste of time). Hmm, you merged them all? That could be helpful...how?
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Re: Glestimals
« Reply #274 on: 26 October 2010, 23:32:43 »
I suppose I could just tinker with the start/end frames, though that would mean that the last frame of the animation would be effect the starting frame of the next animation (in other words, you have to "reset" the skeleton's position every animation, something I've found annoying and a waste of time). Hmm, you merged them all? That could be helpful...how?
If you insert key frames for all the bones at the beginning of each action, then it works quite well actually.  The last frame of one animation doesn't have to be the first frame of the next.  If animation A ends on frame 10, just make animation B start on frame 11.