Any Animation/Modeling Reworks Needed ?

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Any Animation/Modeling Reworks Needed ?

Postby Mortifero » 11 Aug 2016, 19:25

Hi,

Since I educated my self in unit creation and I need some experimentation to get some experience, I thought I might be able to help with existing problems in FA regarding model and animations , maybe textures aswell.
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Re: Any Animation/Modeling Reworks Needed ?

Postby speed2 » 11 Aug 2016, 19:28

I'm looking for someone who would finish units/structures for campaign missions, or make a new ones. There are several left by GPG unfinished. Would you be intrested? :)
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Re: Any Animation/Modeling Reworks Needed ?

Postby Mortifero » 11 Aug 2016, 19:31

Maybe :D, I am currently working on the faction fences. Cybran model almost done.
https://www.dropbox.com/s/u9qnvzknjvxoe ... 8.png?dl=0
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Re: Any Animation/Modeling Reworks Needed ?

Postby nine2 » 12 Aug 2016, 00:32

I had thought some people wanted the factory-upgrade animations redone
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Re: Any Animation/Modeling Reworks Needed ?

Postby Mortifero » 12 Aug 2016, 00:57

Which animations exactly, I took a look at the uef t2 hq and there was an upgrade animation for t3
It was fairly basic, just parts of the mesh going up xD.
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Re: Any Animation/Modeling Reworks Needed ?

Postby nine2 » 12 Aug 2016, 01:05

I mentioned you to the guys on slack ... you should get contacted
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Re: Any Animation/Modeling Reworks Needed ?

Postby Morax » 15 Aug 2016, 21:30

It would be cool if the Mantis tank leg animation was not so silly and more smooth like the Hoplite.

That wiggly-dance-rhythm has always made people who watch me play the game say, "What the heck is that thing (reference to mantis legs) doing? That looks so weird."
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Re: Any Animation/Modeling Reworks Needed ?

Postby Mortifero » 15 Aug 2016, 23:03

I'll definitely take a look and compare the two walk cycles, I can't say for sure if I will be able to improve them. Sad thing is that I haven't completely figured how to animate bones for supcom. In order to animate such walk cycles as the mantis, there must be an IK (inverse kinematics) or at least a FK (forward kinematics) setup. But the bones in supcom models are completely useless for animation cause they represent points for unit functions, where the muzzle is, the smoke trail etc. So I have to figure it out the hard way xD. Trial and error.

Thanks for stopping by :-)

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