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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-08-2005, 10:41 PM
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#1 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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Aki Warfare Modification Hiring One Time Only Bone Maker
Hey, I am Dakatsu from AKi Warfare Modification.
I plan on adding units in my mod such as attack dogs, & even a siberian tiger. I am not good at making my own infantry animaton, so I am hiring, for one task. It is the following:
1. Make a bone animation of a large tiger/cat such as my planned siberian tiger. I want it to do:
-Idle: Lay down, lick its paws, & play with a ball of yarn animations.
-Attack: Jump, & bite attack.
-Running: A very fast running animation.
-Dying: The poor dying animation of it.
2. Make a bone animation of a dog, like a golden retriever. I want it to do:
-Idle: Bark, wag its tail, & roll over. It sits when it isnt doing any of these.
-Attack: Jump, & bite attack.
-Running: A doglike running animation.
-Dying: The dying animation of it.
BONUS. Take an existing animation of some infantry, & make it a ninja. I want it do do a slash attack, straight forward. Other than that just copy the animations of Jarmen Kell.
I JUST NEED THE BONES! I will make the model for it.
If someone can do this, they will get a credits in my mod, and will be able to beta test & see some screenshots before I post them.
I have already modelled a Kennel building for the Nekoketsukei, & Shoudo. All I need is the animal, and I dont know how to animate bones.
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11-08-2005, 10:47 PM
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#2 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 339
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dude, got BFME?  the requested stuff exist in BFME :lol: oh yeah theres no tiger in BFME and theres no ninja in BFME too but it have dogs 
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11-11-2005, 05:52 PM
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#3 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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Sadly, no BFME, DAMNIT! I need my puppies!
And a tiger...
And a ninja...
Damnit, the one thing I can't do, make infantry bones! I have tried, & I never could!
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11-15-2005, 11:16 AM
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#4 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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It's nearly impossible to make infantry animation from scratch I'm afraid. Adding special attack animations, etc might not be as hard, I think Key0p's done it before. It would still require some serious time and careful work.
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11-15-2005, 04:42 PM
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#5 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Quote:
Originally Posted by EvilViking";p="
It's nearly impossible to make infantry animation from scratch I'm afraid. Adding special attack animations, etc might not be as hard, I think Key0p's done it before. It would still require some serious time and careful work.
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Its definately not impossible  You just need to know what youre doing.
If you make your own skeleton and animate it, to get it to work in game, all you need to do is export the skeleton from its base pose(frame 0) and then use it as the reference skeleton for the model and animations.
The biggest problem with animating characters is that gmax has such a limited character animation toolset.Basically it consists of the IK Limb solver, which cannot be applied to anything but a 3 bone chain.
Apart from HI, HD, Limb and Spline IK, 3dsmax has Character Studio, which allows you to create a fully rigged biped in one click-drag.I recommend learning to use CS Biped if you want to make a lot of character animations for games/mods.The only issue here is getting the animated biped into gmax for export.If you get that far, I have written a script which will do just that.
CS can be a little frustrating to get a grip of at first, but once you do its extremely easy to animate with.
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11-15-2005, 08:12 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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I dont have 3dsMax. And I can do the skeleton, I just screw up on any animation at all. It doesn't like my animations for some reason. And plus, I can never figure out how to move stuff without making it seem all wierd.
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11-15-2005, 10:20 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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I have no doubt you can make a skeleton, as it is simply linking objects with 'select and link' or using the bone tools(in truth a skeleton doesnt require any linkages, links make a hierarchy), but the only IK you can use on it in Gmax is the IK Limb Solver.Most people Ive seen in the C&C community dont even use Inverse Kinematics, they do it all in Forward Kinematics and for the most part it looks terrible, and takes a hell of a lot longer to do.Im giving you advice on how to make good animations as opposed to primitive ones.You said yourself you are crap at animating.The key to easy animating is having a good rig, which is what character studio provides.
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