Page 273 of 418

Re: Random WIP

Posted: 09 Apr 2010, 17:57
by Masse
SpikedHelmet wrote:He clearly says "Up in the assho' of Timmo"
Actually he stutters and says (up in the ass of of Timo)

Re: Random WIP

Posted: 09 Apr 2010, 18:33
by Jazcash
Whatever it was I feel sorry for Timo.

Re: Random WIP

Posted: 09 Apr 2010, 18:40
by SanadaUjiosan
Warlord Zsinj wrote:<_< >_>

we really need someone to animate our chicken walkers at IW
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.

Re: Random WIP

Posted: 09 Apr 2010, 23:48
by SpikedHelmet
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

Posted: 10 Apr 2010, 01:36
by FLOZi
I agree with masse and surely he should know. :P

Re: Random WIP

Posted: 10 Apr 2010, 05:32
by SpikedHelmet
Trots don't get opinions.

Re: Random WIP

Posted: 10 Apr 2010, 06:11
by Hobo Joe
Warlord Zsinj wrote:<_< >_>

we really need someone to animate our chicken walkers at IW
If you give the me the file I can take a shot.

Re: Random WIP

Posted: 10 Apr 2010, 11:36
by Warlord Zsinj
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

Posted: 10 Apr 2010, 12:51
by Masse
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).
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.

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

Posted: 10 Apr 2010, 14:18
by Das Bruce
No.

What actually went up Timo's ass? I'm not sure what they're describing.

Re: Random WIP

Posted: 10 Apr 2010, 16:18
by Hobo Joe
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

Re: Random WIP

Posted: 10 Apr 2010, 18:17
by SpikedHelmet
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.

Re: Random WIP

Posted: 10 Apr 2010, 18:55
by Hobo Joe
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

Posted: 11 Apr 2010, 01:47
by FLOZi
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)

Re: Random WIP

Posted: 13 Apr 2010, 07:07
by Guessmyname
Image

I'd be a little more proud if this wasn't the third time I've tried to texture this git.

Re: Random WIP

Posted: 13 Apr 2010, 07:08
by bobthedinosaur
Looks promising

Re: Random WIP

Posted: 13 Apr 2010, 12:03
by Guessmyname
Image

Re: Random WIP

Posted: 13 Apr 2010, 15:47
by MR.D
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.

Re: Random WIP

Posted: 13 Apr 2010, 15:51
by Pxtl
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

Posted: 13 Apr 2010, 16:54
by AF
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?