anything particularly concerning? or it was just hard to imagine before you saw it posed?dansan wrote:Ah - it looks nicely balanced (weight wise) now.
smoth's junk.
Moderators: MR.D, Moderators
Re: smoth's junk.
Re: smoth's junk.
No, just that. In the beginning the head looked to big and the tail to short, I thought it'd fall on its face :) And I also couldn't imagine it properly from the explosion drawing. Missing modeling exp. I guess :)smoth wrote:anything particularly concerning? or it was just hard to imagine before you saw it posed?dansan wrote:Ah - it looks nicely balanced (weight wise) now.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: smoth's junk.
Is it even possible to have life like animations for units?
Everything in spring is jerky and stiff. I have been told before that lifelike animations are possible, but I have yet to see any evidence of that.
Everything in spring is jerky and stiff. I have been told before that lifelike animations are possible, but I have yet to see any evidence of that.
Re: smoth's junk.
Yes. Zpock and ken have. I really hate every time someone wants to waste time discussing it. I suck at animation, that is why my animations look bad, I get better slowly but one person cannot be good at all things.
Re: smoth's junk.
Just a minor note, I am in the process of moving across the country. Been at the new place for about a week now but going back to my old place later this week. I will likely be slowed down significantly until I complete this move.
Current priority tasks(consequently which will not result in screenshot goodness)
Color settings menu:
- Fix color selection.
- add support for SAVING that unit's colors.
- - this will need to only save colors that are not the default colors.
- - as we will no longer manually build the colors, I need to update the ui elements
- add support for assigning the texture and matrix for that unit.
*edit* already done
Color scheme work:
- load/save scheme selection on game start/end
Current priority tasks(consequently which will not result in screenshot goodness)
Color settings menu:
- Fix color selection.
- add support for SAVING that unit's colors.
- - this will need to only save colors that are not the default colors.
- - as we will no longer manually build the colors, I need to update the ui elements
- add support for assigning the texture and matrix for that unit.
*edit* already done
Color scheme work:
- load/save scheme selection on game start/end
Re: smoth's junk.
Arguably there is a technical limit of how smoothly interpolated a spring anim can be, as piece positions are synced and only updated once a simframe, (30/sec) which is relatively low compared to drawframes - but I won't make that argument as I don't think it is realistically problematic.Forboding Angel wrote:Is it even possible to have life like animations for units?
Everything in spring is jerky and stiff. I have been told before that lifelike animations are possible, but I have yet to see any evidence of that.
I am yet to see an animation of sufficient quality to task that limit anyway, there's a long way to go and much of that is tool chain. Still, recent advances.
Apologies for the OT, smoth.
Re: smoth's junk.
It's fine as long as the discussion stops there.
Re: smoth's junk.

all I had time for today. I have a new visual indicator of the current color scheme selection.
meh stuff to do.
Re: smoth's junk.
so far things done:
- fixed a minor oversight where color alpha was not able to be selected for color.
- fixed color selection when default theme is selected
- save of the unit color and sheen settings.
Things remaining:
select texture
select matrix
save the above to a file
compare the unit to it's default settings, ensure that we are only saving the settings that differ from the default.
????
profit/
- fixed a minor oversight where color alpha was not able to be selected for color.
- fixed color selection when default theme is selected
- save of the unit color and sheen settings.
Things remaining:
select texture
select matrix
save the above to a file
compare the unit to it's default settings, ensure that we are only saving the settings that differ from the default.
????
profit/
Re: smoth's junk.

Totally taking this idea from a transformers toy. It is currently around 500 polygons. I think it'll look like it fits in with the behemoth faction.
Re: smoth's junk.

it is around 470 polies now from 500+.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: smoth's junk.
Assuming your models/unit are exclusive to one faction, do all the units in the last picture belong to the same one?
Re: smoth's junk.
yes. These are all part of the "behemoth" faction. The only other stuff is stuff that belongs to the avant fuseliers but they are not using the same atlas/models.. see first post in thread for the concept of the 2 factions.
Re: smoth's junk.
so I was working on a second aircraft. For those who like this sort of thing..
started out

So peet said the damn thing is too clunky...

but I thought that made it look like a bomber, fang and mello liked the stockier..
so I decided on a combination of the 2 that I liked.

I still didn't like the wings, so I made them more like a dive bomber.
Finalized

started out

So peet said the damn thing is too clunky...

but I thought that made it look like a bomber, fang and mello liked the stockier..
so I decided on a combination of the 2 that I liked.

I still didn't like the wings, so I made them more like a dive bomber.
Finalized

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: smoth's junk.
EE remake by smoth? GOGOGOGOGOG! 

Re: smoth's junk.
I am no remaking EE. Fang is just someone who opinion I value