LightNinja Posted July 9, 2004 Share Posted July 9, 2004 Originally posted by tFighterPilot You won't see him closing his mouth much... I... had a little prolem with the weighting, it doesn't look so good when he closes his mouth. Do you think he should wig his tail? Cuz I made a tail bone. you could put a bar in the mouth like tauntauns have, also you could move the tail but not too much cuz is too small, as i made with nuna, you should do very small movements of the tail going up or down, but you could make some movements of the tail going to left&right Link to comment Share on other sites More sharing options...
keshire Posted July 9, 2004 Share Posted July 9, 2004 Should have tried to fit it too the taun taun skeleton. If need be you can use the taun taun xsi anims as a reference for your own skeleton. Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 9, 2004 Author Share Posted July 9, 2004 Originally posted by keshire Should have tried to fit it too the taun taun skeleton. If need be you can use the taun taun xsi anims as a reference for your own skeleton. The Tauntaun have short legs, long tail, long neck and front hands. Link to comment Share on other sites More sharing options...
keshire Posted July 9, 2004 Share Posted July 9, 2004 Ok let me clear somethign up then. The actual bones a gla uses is determined by if something is weighted to said bone. If you don't weight something to the arm bones they won't show up in the gla after you compile. Also, the xsi skeleton's can be editted. And I beleive you can use the merge animation option of 3ds max to copy animations from other files. And last but not least. Character studio. Set up a Biped over the base skeleton and use constraints to constrain the bones to the Biped. Then you have the power of Biped. I beleive PsykoSith is attempting to use this, as well as myself on the humanoid skeleton. Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 9, 2004 Author Share Posted July 9, 2004 Originally posted by keshire Ok let me clear somethign up then. The actual bones a gla uses is determined by if something is weighted to said bone. If you don't weight something to the arm bones they won't show up in the gla after you compile. Also, the xsi skeleton's can be editted. And I beleive you can use the merge animation option of 3ds max to copy animations from other files. And last but not least. Character studio. Set up a Biped over the base skeleton and use constraints to constrain the bones to the Biped. Then you have the power of Biped. I beleive PsykoSith is attempting to use this, as well as myself on the humanoid skeleton. You didn't understand the problem. The animations should be different, because he doesn't have arms, cuz some of the animations depends on it. Also, he walks differently, and stands differently. Link to comment Share on other sites More sharing options...
LightNinja Posted July 9, 2004 Share Posted July 9, 2004 look i found another kaadu in SWG, its legs look a bit "stronger": http://www.maximumoc.com/img/game_screencaps/swg/april03_stuffs/april_fools_krayts.jpg (lol look at the mitsubishi dewback =P) Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 9, 2004 Author Share Posted July 9, 2004 Originally posted by LightNinja look i found another kaadu in SWG, its legs look a bit "stronger": http://www.maximumoc.com/img/game_screencaps/swg/april03_stuffs/april_fools_krayts.jpg (lol look at the mitsubishi dewback =P) They are not all identical, they are creatures not machines. Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 9, 2004 Author Share Posted July 9, 2004 This gonna be a jumpy ride Link to comment Share on other sites More sharing options...
LightNinja Posted July 9, 2004 Share Posted July 9, 2004 theres a point that seems to smile =), nice movement of the body Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 9, 2004 Author Share Posted July 9, 2004 I just moved all the bones (exept the neck) Link to comment Share on other sites More sharing options...
CortoCG Posted July 10, 2004 Share Posted July 10, 2004 Give the head some back and forth movement, looks like he has not neck at all. Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 10, 2004 Author Share Posted July 10, 2004 Originally posted by CortoCG Give the head some back and forth movement, looks like he has not neck at all. roger that lol, done, it was easy, and looks better Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 10, 2004 Author Share Posted July 10, 2004 Now he looks like a "special" boy Link to comment Share on other sites More sharing options...
monsoontide Posted July 10, 2004 Share Posted July 10, 2004 That neck animation looks a little "stiff". Is it going to have a saddle/harness? Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 10, 2004 Author Share Posted July 10, 2004 Originally posted by monsoontide That neck animation looks a little "stiff". Is it going to have a saddle/harness? I think I'll go on the natrual look What do you mean stiff? Should I add more bone to the neck? Should I really ask? Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 12, 2004 Author Share Posted July 12, 2004 Now the running animation Link to comment Share on other sites More sharing options...
Zappa_0 Posted July 12, 2004 Share Posted July 12, 2004 Awesome! Link to comment Share on other sites More sharing options...
CortoCG Posted July 12, 2004 Share Posted July 12, 2004 What the heck is that? Is the creature jumping??? Anyway, the walking animation is still wrong/uncomplete. Check how an ostrich walks. For instance, the feet don't stay parallel to the ground when the ostrich bends his leg to walk. Also, make the animal lift the feet a little higher from the groun, those animals have long strides, even when they're just walking. Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 12, 2004 Author Share Posted July 12, 2004 Originally posted by CortoCG What the heck is that? Is the creature jumping??? Anyway, the walking animation is still wrong/uncomplete. Check how an ostrich walks. For instance, the feet don't stay parallel to the ground when the ostrich bends his leg to walk. Also, make the animal lift the feet a little higher from the groun, those animals have long strides, even when they're just walking. Not jumping, hopping, that's what Kaadus do. Look at the movie. I'll make the feet move higher and farther in the walk animation. Link to comment Share on other sites More sharing options...
tFighterPilot Posted August 1, 2004 Author Share Posted August 1, 2004 So I've done the hurt and death animation. I'd show it to you, but then you would critisize it, and I'd have to change it, and I'm too lazy for that Link to comment Share on other sites More sharing options...
90SK Posted August 30, 2004 Share Posted August 30, 2004 lol...kaadu. Man theres just something funny about a fierce, Saber-wielding hoolagan riding to slice up his/her foe on...a kaadu. Looks really good man, I cant wait to see it in-game. Keep up the good work! Link to comment Share on other sites More sharing options...
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