Actually he stutters and says (up in the ass of of Timo)SpikedHelmet wrote:He clearly says "Up in the assho' of Timmo"
Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
Re: Random WIP
Whatever it was I feel sorry for Timo.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Random WIP
Man, I looked at some clips of those animations from the movies for reference for some of my own units. A lot is going on for those kooky things to walk. Best of luck, although from your links I think you'll be fine.Warlord Zsinj wrote:<_< >_>
we really need someone to animate our chicken walkers at IW
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Random WIP
I don't know why everyone else in the world seems to not be able to hear properly, but he absolutely clearly says "asshole". He doesn't pronounce the L because of his silly foreign accent so it comes out "assho". The "ass" and "ho" are too close together for the "ho" sound to be him stuttering the word "of" (which comes next).
Re: Random WIP
I agree with masse and surely he should know. 

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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Random WIP
Trots don't get opinions.
Re: Random WIP
If you give the me the file I can take a shot.Warlord Zsinj wrote:<_< >_>
we really need someone to animate our chicken walkers at IW
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Random WIP
Just to be clear... we need functioning piece-based animations that'll work in Spring; but if you're capable of doing that we really need our chicken walkers to be animated beautifully, because some of the texture work on them is really nice.
Re: Random WIP
Ask anyone who's from Finland and they say it's "up in the ass of Timo" - the stutter. Oh and while your at it, get your ears checked.SpikedHelmet wrote:I don't know why everyone else in the world seems to not be able to hear properly, but he absolutely clearly says "asshole". He doesn't pronounce the L because of his silly foreign accent so it comes out "assho". The "ass" and "ho" are too close together for the "ho" sound to be him stuttering the word "of" (which comes next).
I should probably say something Spring related so we wouldn't derail the topic so heavily, but I can't be bothered. Could you say something spring related next time you comment on this so we won't get punished for littering?
Re: Random WIP
No.
What actually went up Timo's ass? I'm not sure what they're describing.
What actually went up Timo's ass? I'm not sure what they're describing.
Re: Random WIP
Warlord Zsinj wrote:Just to be clear... we need functioning piece-based animations that'll work in Spring; but if you're capable of doing that we really need our chicken walkers to be animated beautifully, because some of the texture work on them is really nice.
Well I can animate, but I know diddly squat about getting those animations into Spring. How about if I make the animation, you get it into Spring? :p
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Random WIP
All we need is someone to create a proper bvh>cob/lua exporter. The animation exporter built into Spring actually isn't a lot different from the one in 3ds max, both just have you key in piece positions along a timeline. Except the one in 3ds max is far superior in functionality, namely the ability to move back and forth along the timeline, edit and remove keyframes, and use ik solving to automate much of the process.
But yeah, a proper keyframe animation exporter for 3dsmax would be awesome.
But yeah, a proper keyframe animation exporter for 3dsmax would be awesome.
Re: Random WIP
I've heard there's an animation exporter(for Spring) of some kind for Blender but I've never used it and have no idea how it works.
Re: Random WIP
Its BVH, there are also plugins for max. Upspring can import BVH and then export to BOS, but the BOS exporter doesn't spit out something you can just plug in, there's a lot of manual editing involved to make it workable.
(Converting the BOS export to lua export would be trivial btw, but the problem remains)
(Converting the BOS export to lua export would be trivial btw, but the problem remains)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Random WIP

I'd be a little more proud if this wasn't the third time I've tried to texture this git.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Random WIP
Looks promising
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yeah, thats alot of surface area to cover, mirrored or not.
Looks good as a start, after some preshading and edge highlighs should be sweet, can't wait to see the finished product.
Looks good as a start, after some preshading and edge highlighs should be sweet, can't wait to see the finished product.
Re: Random WIP
Honestly, when building hypercomplex things like that, I often wonder if it isn't better to shift up the order of operations - build the parts, then skinmap, and then clone the parts as needed lego-style. The smaller pieces could be cloned and no audience would mind, and it would be much less skinmapping to do.
Re: Random WIP
That's what your supposed to do. You only model the parts you need at minimum, e.g. one leg, one arm, one barrel. Then when its all UV mapped, you mirror them, and you've halved your workload already. Did you never wonder why all of smoths work in progress shots of gundams and zakus only have one arm and one leg?