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#16 |
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Texturing Moderator
Project Member: WotTH |
Yeah, about the staff; I scaled it down, but it looked wimpy in-game next to other models so I ended up scaling it back up again. It looks gigantic in the viewer, but about right in-game, so what can you do? :P
Today's update: rigging complete and Stand 1 animation done. Anyone know of a good image capture program that can export to .gif? A quick Google search didn't show anything that looks appealing. Other than that I'm stuck with still shots :/ |
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#17 | |
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Evil Emoticon
Respected User
Project Leader: PoC |
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#18 |
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Moderator
Texturing Moderator
Project Member: WotTH |
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#19 |
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Gladiator of Bellevue
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Nifty. Looking forward to the rest. :)
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#20 |
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Looking good.
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#21 |
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Join Date: Apr 2008
Posts: 554
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He looks kinda stocky, while most Blood Elfs are lanky-ish characters.
__________________But still good looking though. |
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#22 |
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Moderator
Texturing Moderator
Project Member: WotTH |
I based the proportions on the Blood Mage, the head's a little bigger on mine but otherwise fairly close. WC3 is pretty chunky in general, so rawr.
Walk animation done! Pretty stoked with how this is going :D Yes, I'm spamming updates, I'm sure it would be very annoying if the modeling forum was more active :P The staff bugs out slightly, that's just NeoDex hatin' on me. There's probably a better way to do it (like having two bones for the staff, one for position and the other for rotation), but it's not *that* noticeable in-game. |
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#23 |
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Gladiator of Bellevue
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Well, is the staff attached to the hand right bone? Or at least, is the Staff's bone attached to it?
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#24 |
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Looks smooth enough, good work.
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#25 | |
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Moderator
Texturing Moderator
Project Member: WotTH |
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That's the thing; the staff is entirely separate to the right hand. It looks fine in Max, but when exported does strange things. I know that NeoDex has problems exporting bones that have both position and rotation keyed. What you're seeing is my hack-job attempt to fix the problem by offsetting the staffs position a bit in Max... I'm afraid it's a little beyond me D: |
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#26 |
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Gladiator of Bellevue
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But why won't you simply make the staff Bone_Hand_Right's child? That should fix everything. Not doing so simply seems silly, to be honest. :P
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#27 |
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Join Date: Aug 2006
Posts: 154
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I like it. Proportions are fine, models in WC3/TFT are meant to be "chunky" or "beefy" specially if they are male/heroes.
blame Samwise Didier ;p I can't wait to see it ready and out there. |
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#28 |
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Reputation Leech
Join Date: May 2007
Posts: 1,235
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attaching it is fine as long as it never does anything odd in his hand. i know from experience that you can get some really big problems if you try and do anything other then rotation or scaling with child bones. (by that i mean in comparison to the parent bone; moving the bone is fine as long as you accept that the parent bone is going to move as well.) although you guys are probably all aware of this.
Last edited by Nuclear Arbitor : 07-23-2011 at 01:12 AM. |
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#29 |
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Join Date: Dec 2005
Posts: 2,163
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This looks infinitely better in motion. Not that it didn't look good enough before, but the proportions were bugging me overall. But I am now distracted. =P
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#30 |
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Moderator
Texturing Moderator
Project Member: WotTH |
rawrupdate.
Stand Ready: Death (...and then the Beast's animator suffered a sudden, fatal heart-attack): I'm pretty stoked with the overall floofy-ness of the robe-thing. Also done a dissipate animation which isn't that exciting (just goes limp and floats up, rotating slightly) and an attack animation which I'm not that thrilled with. So yeah, need to make a spell animation or two, redo the attack (and possibly add another), make another stand animation, make Hero Glow, do some nifty particle work and make a portrait and I'm more or less done :P |
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