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Spade
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Monday, November 02, 2009
You should give him solar flare its his move and in the orginal Dragon Ball he used a kamehameha against Yamucha.
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TRL
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Tuesday, November 03, 2009
Lonno wrote : hey guys Sorry for the lack of updates...ran into problems with my first rig I had to rebuild it a few times and that slowed me down a lot.
right now I've completed all his animations except for the ki attacks.
what do you think I should give him for attacks? he will definitely have the tri beam but I'm not sure about the rest...other games have him using the dodon ray but I can't rally find any isntances of him using that in the show. in Dragon Ball he fired a similar attack but from his palm and he shot a thin laser from his third eye.
I'd go for that eyelaser for sure! Didn't he use the kikoho against Nappa or something?
About the model. Try increasing his torso a bit. Tenshinhan had a huge chest. He's one of the most muscular Z fighters. He's also the second tallest next to Piccolo. So make sure he's about as big as Raditz.
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Nemix
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Tuesday, November 03, 2009
Lonno wrote : I spent some time trying to buff him up not sure if I did it enough though..what do you guys think?
Lonno, you are my idol
can you vertex weight in 3ds max??
if yes that's all you need to do now and he's ready to go
and if you know how to vertex weight, please teach me too , I want to add kid Buu in ZEQ2
add me in your list
[email protected]
[email protected]
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TheXenon
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Tuesday, November 03, 2009
Tenshinhan needs the rapid fire ki blasts he also needs dodon ray tri beam and solar flare and I'd say that's about it... unless you want to add more.. Tenshinhan is a pretty fail character and he isn't a serious fighter in the series he barely has any GOOD fights where he uses a lot of different moves.
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Deathshot
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Tuesday, November 03, 2009
Is that okay?
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TRL
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Tuesday, November 03, 2009
TheXenon wrote : Tenshinhan needs the rapid fire ki blasts he also needs dodon ray tri beam and solar flare and I'd say that's about it... unless you want to add more.. Tenshinhan is a pretty fail character and he isn't a serious fighter in the series he barely has any GOOD fights where he uses a lot of different moves.
You haven't seen dragonball before?
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Zeth
The Admin
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Tuesday, November 03, 2009
Is that okay?
As a matter of fact, it isn't!
Always be sure to keep the standard blast, ball, beam, and energy storm attacks on characters as they each have particular tactical roles which will be more emphasized in later builds.
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Lonno
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Tuesday, November 03, 2009
thanks guys I finished animating I gave him:
ki blast/ki storm
ki ball/ki beam
dodon ray
tri beam
solar flare
Nemix: I use maya...that's basically the main reason why I did the animations myself cause I don't know max
TheXenon: Tenshinhan is the man
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TRL
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Tuesday, November 03, 2009
Lonno wrote : thanks guys I finished animating I gave him:
ki blast/ki storm
ki ball/ki beam
dodon ray
tri beam
solar flare
Nemix: I use maya...that's basically the main reason why I did the animations myself because I don't know max
TheXenon: Tenshinhan is the man
No eyelaser? Get rid of the solar flare and add this instead. It's practically the same animation too.
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Lonno
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Tuesday, November 03, 2009
not really a big fan of the eyelaser...but the solar flare is pretty lacking in identifiable function so it might be a good swap.
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TRL
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Tuesday, November 03, 2009
Lonno wrote : not really a big fan of the eyelaser...but the solar flare is pretty lacking in identifiable function so it might be a good swap.
go for it!
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Nemix
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Wednesday, November 04, 2009
Zeth wrote : Is that okay?
As a matter of fact, it isn't!
Always be sure to keep the standard blast, ball, beam, and energy storm attacks on characters as they each have particular tactical roles which will be more emphasized in later builds.
*laughing out loud* funny *intense laughter*
ahm... Lonno, can't you rig Tenshinhan to ZEQ2 skeleton and export it as md3 with maya???
because if that would work, I would get maya and you could show me how to rig / vertex weight
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Lonno
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Wednesday, November 04, 2009
no bips don't work in maya...I had to build my own rig and weight it and animate it.
maya isn't really the best to work with for this, there's no working md3 exporters for later versions...so I have to export the animated mesh to 3dsmax to export it as md3.
have you tried looking for tutorials online? I've heard it not hard to do skin weights in max I'm sure there's plenty of info on it.
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TheXenon
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Wednesday, November 04, 2009
TRL wrote : TheXenon wrote : Tenshinhan needs the rapid fire ki blasts he also needs dodon ray tri beam and solar flare and I'd say that's about it... unless you want to add more.. Tenshinhan is a pretty fail character and he isn't a serious fighter in the series he barely has any GOOD fights where he uses a lot of different moves.
You haven't seen dragonball before?
Well if we are going to be using thing from Dragon Ball in ZEQ2-lite a lot of things will have to change won't they... and if you are using Dragon Ball moves then add in that move where there are 4 of him
Also I thought ZEQ2-lite was to be accurate to Dragonball Z not Dragon Ball.
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Zeth
The Admin
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Wednesday, November 04, 2009
Lonno (and others) might try to looking into a solid interchange format. COLLADA isn't a bad choice and is mostly supported overall. If you can preserve the skeleton and animation frames as is, you should be able to load the .bip on a skeleton and export those results to other applications for usage.
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TRL
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Wednesday, November 04, 2009
TheXenon wrote : TRL wrote : TheXenon wrote : Tenshinhan needs the rapid fire ki blasts he also needs dodon ray tri beam and solar flare and I'd say that's about it... unless you want to add more.. Tenshinhan is a pretty fail character and he isn't a serious fighter in the series he barely has any GOOD fights where he uses a lot of different moves.
You haven't seen dragonball before?
Well if we are going to be using thing from Dragon Ball in ZEQ2-lite a lot of things will have to change won't they... and if you are using Dragon Ball moves then add in that move where there are 4 of him 
Would be pretty hard to do, since bots are not supported yet.
Also the characters don't suddenly forget all their moves they used in dragonball. Perfect example is the volleyball attack in budokai!
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Malek
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Wednesday, November 11, 2009
Are you still working on this ?
Man Tenshinhan looks cool and is from Saiyan saga
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Lonno
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Wednesday, November 11, 2009
yeah I am I just haven't had much time to work on it since last I posted, was playing Dragon Ball Online beta and I've been busy going to try and get him finished up soon though.
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ZakIQ
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Wednesday, November 11, 2009
Zerosa wrote : I don't but I would like to be able to host it on my server if you want a people to check it out.
I would like to play on your server I just want to play with someone so please tell me or whateer
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ferallife
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Sunday, November 15, 2009
looks really great can't wait to play as him!!
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TRL
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Tuesday, November 17, 2009
So Lonno any updates? I'm eager to learn how you got your character in game! I'll be needing that information. :p
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Lonno
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Wednesday, November 18, 2009
well it looks like I'm not going to get this done....it really bites after putting all that time in doing animations...but I can't get him working properly in game and I've tried everything I can think of...
my problem is that I'm using maya which can't export tags correctly. so I'm trying to pipeline it to max then export as md3...max exports everything fine but somewhere in going from maya to max my animations aren't translating over properly so all of them get altered slightly..but in game its very noticeable and ruins pretty much all of them(looping animations got ruined)
I tried transfering it to max with fbx and collada, niether worked correctly.
I think my only option would be to scrap all the animation I've done and try to learn max and use the .bip provided......right now I'm too busy for that..but I do want to learn max eventually so maybe sometime soon I'll have the free time to check it out.
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Zeth
The Admin
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Thursday, November 19, 2009
Lonno. Contact me on IRC and/or PM me with a link to your Maya file.
I'll see what I can do to help.
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TRL
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Thursday, November 19, 2009
Lonno wrote : well it looks like I'm not going to get this done....it really bites after putting all that time in doing animations...but I can't get him working properly in game and I've tried everything I can think of...
my problem is that I'm using maya which can't export tags correctly. so I'm trying to pipeline it to max then export as md3...max exports everything fine but somewhere in going from maya to max my animations aren't translating over properly so all of them get altered slightly..but in game its very noticeable and ruins pretty much all of them(looping animations got ruined)
I tried transfering it to max with fbx and collada, niether worked correctly.
I think my only option would be to scrap all the animation I've done and try to learn max and use the .bip provided......right now I'm too busy for that..but I do want to learn max eventually so maybe sometime soon I'll have the free time to check it out.
Man that bites indeed. I would feel pretty frustrated too. Hope Zeth can help you out there.
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Soul_Huey
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Sunday, November 22, 2009
dang lonno this looks great o.o I hope you release him soon
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