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Posted: 23 Oct 2005, 13:03
by BlueIce
No, the tube don't bend... you know, it's very difficult to do it with ta animations... but I found a way to export complex leg animations from 3ds max... using a spreadsheet

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here is the first version:
[COPY AND PASTE IN THE URL BAR]
http://guru.altervista.org/taspring/sentinel.7z
Posted: 23 Oct 2005, 18:52
by j5mello
@blueice: the autocannon is basically like the cannon on a bradley fighting vehicle. its very effective against infantry and light vehicles. its marginally effective against tanks but thats what las cannons r for
edit: 2 things; first off since 40k technology isn't like that of teh present day make the autocannon shoot a little slower than a real bradley. secondly by "light vehicles" i mean the ork buggys and wartraks:
http://store.us.games-workshop.com/stor ... A&Img=6509
Posted: 24 Oct 2005, 00:57
by mongus
BlueIce wrote:... but I found a way to export complex leg animations from 3ds max... using a spreadsheet

.
could you share a bit of this trick with us? (complete ignorant of animation scripts, but curious).
edit: it seems you were using solid archive. was hard to get the unit working, but worthed. have a strange vid of it, .. when moving on craters, the unit moves all over.. funny. (i know every unit has this issue if it has that tag.., but its more notticeable for that big sized one hehe).
Posted: 24 Oct 2005, 08:27
by BlueIce
I try to explain how I have exported it, but my english is very bad...
1) I have created the leg animation in 3d Studio Max using bones and an spline that the feet follow:
2) I writed down Y angle for each leg piece for each frame in a spreadsheet and with some calculations I found TA angles:
3)Then I created the script with excel fom the TA angles:
4)Copyed and pasted in scriptor.
This method works with leg animations, but I writed down only (4leg)*1(angle)*(50frame) angles, if you have to export all 3 angles per leg it becomes a bit long, but the result is almost perfect.
Here you can find 3ds model, and the spreadsheet.:
[USE SAVE AS TO DOWN THIS]
http://guru.altervista.org/taspring/sentinel_all.rar
Posted: 24 Oct 2005, 23:13
by Zoombie
cool
Posted: 25 Oct 2005, 00:19
by mongus
cool
.. no i mean, thanks for the files BlueIce, very much, will need time to get to understand them.
Posted: 25 Oct 2005, 00:30
by zwzsg
I wonder why you use < > for angular speed and not for angles.
(For those won't don't know, <x>=182*x so that you can write angles in degree instead of (1/2^16)th of full turn)
Posted: 25 Oct 2005, 09:40
by BlueIce
zwzsg wrote:I wonder why you use < > for angular speed and not for angles.
(For those won't don't know, <x>=182*x so that you can write angles in degree instead of (1/2^16)th of full turn)
this is new to me.... thanks, now I understand why the animation isn't smooth as it should be...
Posted: 28 Oct 2005, 22:41
by j5mello
bump (cause im a 40k fan and want to see this worked out

)
Posted: 29 Oct 2005, 00:44
by Guessmyname
Work (at my end - dunno about everyone else) is steady. Though I've just bought Dawn of War, so the progress may lessen slightly
Posted: 30 Oct 2005, 05:47
by j5mello
i hope u got the xpansion as well
seein the baneblade let loose is f&%$in amazin

Posted: 30 Oct 2005, 14:34
by raikitsune
j5mello wrote:i hope u got the xpansion as well
seein the baneblade let loose is f&%$in amazin


yeh thats awesome in game but seeing the actual model close up is if anything more impressive but i'm more of a shadow sword man. came so close to buying one but bought a marauderer destroyer hyrdra flak tank and an executioner. put together they're just as fun ESPECIALLY against nids!
Posted: 30 Oct 2005, 19:12
by j5mello
im thinkin of orderin a Thunderhawk for my Ultramarines but i don't think ill have enough time to do it even durin the summer

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Posted: 30 Oct 2005, 19:16
by raikitsune
j5mello wrote:im thinkin of orderin a Thunderhawk for my Ultramarines but i don't think ill have enough time to do it even durin the summer

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ahhh yeh they take a helluv alot of work but trust me they are well worth it.
for some reason i've stopped collecting games workshop figures now though i tend to purchaise micro armour but i still keep up with whats being released and such forth.
Posted: 30 Oct 2005, 19:25
by j5mello
i started collectin about a year ago, so the majority of my army is made up of the new space marine models which i really like. though i do have some of the really old models who held their bolters across their chests
Posted: 30 Oct 2005, 19:37
by raikitsune

yeh i remember them however i've got stuff that predates that by far! the real oleschool terminators and this hunka junk (sorry about the HORRIFIC image quality my cameras out of battery and i had about half a second to focus XD)

edit: just realised how much the paint job shows its age aswell! gesh!
Posted: 30 Oct 2005, 19:38
by j5mello
can u have a vehicle that can't move on its own but instead be pulled by somethin cause if u can then u could implement these:
Siege Cannons
Posted: 30 Oct 2005, 19:39
by raikitsune
j5mello wrote:can u have a vehicle that can't move on its own but instead be pulled by somethin cause if u can then u could implement these:
Siege Cannons
in sure you can AA have static towers that can be picked up by cargo planes there must be somthing to the like you can do.
Posted: 30 Oct 2005, 19:57
by j5mello
i guess the only thing would be gettin the wheel/tracks to rotate when the unit is being pulled
though if a unit knows when its in a transport im sure u could combine that witn an animation command to make the wheels turn
Posted: 30 Oct 2005, 21:08
by Guessmyname
That can be done. Just make a unit that is really really slow. A bit like the AATA artillery, which can move, but is inanely slow so you hve to tow it around if you want it to get somewhere in time to be useful