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AnTycrisT
RocksTar
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Friday, November 05, 2010
well... this one not is withuot one arm or with blood everywhere...
well... Zeth here are the pictures about the other two idle and all the idles to will have the character:
meditation idle:
normal idle:
a bit damage idle:
almost dead idle:
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Malek
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Friday, November 05, 2010
Nice job
Did you code that in or just edit the normal idle to many other idles ? it would be great if this can be coded
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AnTycrisT
RocksTar
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Friday, November 05, 2010
Malek wrote : Nice job
Did you code that in or just edit the normal idle to many other idles ? it would be great if this can be coded
well... I'm doing the animations and Zeth will put the code, he will have the normal or the meditation idle ( you can choose you want) and when you take damage you will have other idle (a bit damage idle) because you are damaged and when you have more damage you will have the other idle (almost dead idle), very cool right?, I need change the "a bit damage idle" but anyway will be great...
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Malek
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Friday, November 05, 2010
Change a bit damage idle to the current idle, with hands down
I suggested coding that but with models, when taking damage, textures or models changes but however, you're lucky because nobody dislikes you yet to disaprove your contribution
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AnTycrisT
RocksTar
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Friday, November 05, 2010
Change a bit damage idle to the current idle, with hands down
well... I will put that but a little different, later I will put the pictures...
I suggested coding that but with models, when taking damage, textures or models changes but however
well... if you do that the character will havo to much bugs, the texture change just is used in one attack or the death of the character, if you use the texture change in the idle when he walk he will have two textures, normal and the new texture, and if you don't move he will have again the new texture, with the time that will vacuums (1 or 2 hours)...
you're lucky because nobody dislikes you yet to disaprove your contribution
well... this one NOT it's the contribution Piccolo, I'm showing the animations to Zeth and nielsmillikan BEFORE to add the cape and the turband, when I add that stuff he will be the contribution Piccolo...
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Hogeta
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Friday, November 05, 2010
Malek wrote : You're lucky because nobody dislikes you yet to disaprove your contribution
Can we be a bit kinder, Especially you Malek, after the way past slang words you put on a sticked topic
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AnTycrisT
RocksTar
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Friday, November 05, 2010
okay, take it easy, don't go off-topic, anyway I change the "a bit damage" idle:
like you can see he don't have to much damage, he just is ready for the "real" fight, I mean he first is relax and now its ready for take seriously the fight... and the other... well... he its just ready for die...
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Shenku
RiO Incarnate
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Friday, November 05, 2010
AnTy wrote :
I suggested coding that but with models, when taking damage, textures or models changes but however
well... if you do that the character will havo to much bugs, the texture change just is used in one attack or the death of the character, if you use the texture change in the idle when he walk he will have two textures, normal and the new texture, and if you don't move he will have again the new texture, with the time that will vacuums (1 or 2 hours)...
I think from a graphics point of view, it wouldn't be hard to do, but there would need to be a lot of code in place to make it work which would be the hard part.
Simply identifying the players current health, and telling the game that if health equals X change player model to why, might be enough to work. Then again, the code might be so complex to do this, we'd never see it.(Wouldn't know, I'm an artist, not a coder, as much as I'd like to learn coding...)
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AnTycrisT
RocksTar
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Friday, November 05, 2010
well... for a texture change you need two parts in the same place, I mean two uppers in the upper.md3, two lower in the lower.md3 and two heads in the head.md3, you need change the neam of the second head/lower/upper, the texture change just is used in 1-10 frames, when you put the texture change part the normal part need disapear, you will play just with the 1-10 frames of the texture change part, you need put that in just frames like mêlée, attacks or death because if you use one texture change in the idle or the fly etc. he will have bugs because you will use the two textures at the same time, one example if I put one texture change part about the death he need have blood right?, so... if I put the bloody part in the idle when he walk he don't will have blood anymore because you are using frames not bones or stuff like that, so... if you walk he will use other frames, not the bloody frames, the normal frames, if you do the back-walk you will see the face/head with the bloody part but the other parts will have the normal frames, do a texture change animation have to much bugs, and them looks bad ingame... other thing, like everyone know the .md3 have limits and requirements:
* Only faces and verticies in a group get saved.
* The MD3_PATH+file name cannot be longer than 63 characters. (Textures and model names)
* The group name and point name cannot be longer than 63 characters.
* Maximum of 1024 animation frames
* Maximum of 16 Points (Quake 3 Tags)
* Maximum of 32 Groups
* Maximum of 256 Textures per Group
* Maximum of 8192 Triangles per Group
* Maximum of 4096 Verticies per Group
if I put the uppers in the same part I can't add the cape later for the limits and that is the point of this character... so... like you can see not its easy put and edit one doble texture character... I will put the texture change just in the eyes, nothing more nothing less, he will have other animation in the eyes nothing big, just the basic for now... so... please I don't wanna touch again this theme so... please stay on-topic...
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Shenku
RiO Incarnate
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Friday, November 05, 2010
Sorry, didn't mean to go off topic, I was just trying to point out that it could be done. Like how when you transform, you can use a different set of models in the second tier, separate from the ones in the first tier.(Example, Normal Goku head versus Super Saiyan Goku head)
The models, animations, and skin files are setup separately, and thus are within the limits of md3 files, but can be called up when a certain condition is met.(I.e. power level is high enough, and the player presses a set of keys to transform) All that would need to be done, is to set this up to happen automagically based on how much health a character has, maybe even setting it up to not revert back once the character is damaged...(Again, this would mostly need to be handled on the code side of things, and not even sure if it's possible to do.)
And sorry for going off topic again, but I'm just tossing the idea out there for anyone who cares...
More on topic, keep up the good work on these animations, they look great.
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AnTycrisT
RocksTar
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Friday, November 05, 2010
well... maybe you're right but... for now I just wanna do one normal character with attacks and animations like in the cartoon, its a good idea but for now I just wanna do the normal, I mean I need change stuff in this character and when I'm finish I will need work in the 520 frames of the character (so far), I will put the cape in that 520 frames with animation and maybe I will work in other character, nielsmillikan say something about a couple of character to need animation, I will work in one of them so... I have enough work not you think?, but anyway its a cool idea...
More on topic, keep up the good work on these animations, they look great. Wink thanks, I'm not finish yet so... but so far in the "a bit damage idle" and "almost dead idle" he have animation, he open and close the mouth, he breathe, and I'm doing that frame per frame because I'm not use 3ds max, just misfit model 3D, anyway I wanna add something, when he attack with the "special beam cannon" I will put animation in the mouth like if he really say that, Zeth create one thread about references for this Piccolo:
http://www.ZEQ2.com/lite/forums/viewtopic.php?p=52387#52387
so... if you can put a couple of references I will finish more fast, because I need change too the Rapid-Fire animation, the fly animation, the idle locked (MAYBE) change something in the mêlée battle and more, I need copy the cartoon attacks/moves and put them in this Piccolo so... wish me luck...
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Laguna|DaGGeR
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Saturday, November 06, 2010
AnTy wrote : well... maybe you're right but... for now I just wanna do one normal character with attacks and animations like in the cartoon, its a good idea but for now I just wanna do the normal, I mean I need change stuff in this character and when I'm finish I will need work in the 520 frames of the character (so far), I will put the cape in that 520 frames with animation and maybe I will work in other character, nielsmillikan say something about a couple of character to need animation, I will work in one of them so... I have enough work not you think?, but anyway its a cool idea...
More on topic, keep up the good work on these animations, they look great. Wink thanks, I'm not finish yet so... but so far in the "a bit damage idle" and "almost dead idle" he have animation, he open and close the mouth, he breathe, and I'm doing that frame per frame because I'm not use 3ds max, just misfit model 3D, anyway I wanna add something, when he attack with the "special beam cannon" I will put animation in the mouth like if he really say that, Zeth create one thread about references for this Piccolo:
http://www.ZEQ2.com/lite/forums/viewtopic.php?p=52387#52387
so... if you can put a couple of references I will finish more fast, because I need change too the Rapid-Fire animation, the fly animation, the idle locked (MAYBE) change something in the mêlée battle and more, I need copy the cartoon attacks/moves and put them in this Piccolo so... wish me luck... well I'm the only one who posted some references-.-
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Hogeta
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Saturday, November 06, 2010
Hey, you missed me posting ref of attacks

You Could make him with ripped clothes after a big attack like this:
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Nemix
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Saturday, November 06, 2010
only these two are good
the rest are trash
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Hogeta
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Saturday, November 06, 2010
I know you are
AnTy is meant to choose the refs, not you, you ain't making the thing are you?
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TRL
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Saturday, November 06, 2010
Nemix is right.
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Nemix
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Saturday, November 06, 2010
Anime refs are the best
games artwork NO
artworks by other people NO
action figures heck NO
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Malek
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Saturday, November 06, 2010
Good luck Anty , We will miss you ... I mean the modders team will miss you
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Hogeta
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Saturday, November 06, 2010
OFFTOPIC: Like my new avatar Nemix?
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AnTycrisT
RocksTar
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Saturday, November 06, 2010
DaGGeR, thanks, I know thanks or the reference
Dragon Fist Man, thanks but... put this in this thread:
http://www.ZEQ2.com/lite/forums/viewtopic.php?p=52387#52387
for that reason Zeth create that thread...
Nemix, well... I use this reference:
for the "almost dead idle":
not it's the same but that was the only reference about that animation...
Malek, thanks
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Malek
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Saturday, November 06, 2010
Fix the legs ... he became too short
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ESFER25
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Saturday, November 06, 2010
Dragon Fist Man wrote : OFFTOPIC: Like my new avatar Nemix? Nemix's avatar is better
Anty, using refs from things that aren't from the anime/manga isn't accurate at all.
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AnTycrisT
RocksTar
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Saturday, November 06, 2010
Malek and ESFER25, I'm not trying to copy that pose, that was just a little help, he is almost death so... like you can see the are diferents right?, the point was put one animation about he is almost death...
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Malek
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Saturday, November 06, 2010
Yes, but Piccolo legs are bizzare in the almost dead pose, lower them a bit and it will be fine,Piccolo breathing, with mouth open and closed is great !
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Domo-Kun
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Saturday, November 06, 2010
ESFER25 wrote : Dragon Fist Man wrote : OFFTOPIC: Like my new avatar Nemix? Nemix's avatar is better
Anty, using refs from things that aren't from the anime/manga isn't accurate at all.
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