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Re: dragoon

Posted: Tue Jul 05, 2016 9:01 pm UTC
by gavlig

All models have swimming animations, yes. Thanks for the list of extras :)


Re: dragoon

Posted: Thu Jul 07, 2016 9:11 am UTC
by gavlig

Re: dragoon

Posted: Thu Jul 07, 2016 8:58 pm UTC
by Viech

He has many talents. He also gave his name to a lifestyle magazine.


Re: dragoon

Posted: Mon Jul 11, 2016 9:54 pm UTC
by gavlig

got runnin in all directions, jumping and diying. No video for now, i'm planning to finish pounce and secondary attacks tomorrow and give a first "beta" iqm with all animatons
.blend: https://drive.google.com/open?id=0B_q1P ... 1lHMzA0V1U
.iqm: https://drive.google.com/open?id=0B_q1P ... k03TXBuZEk

idle:0:200::,walk:1:40::,walk_backward:1:40::,walk_left:1:40::,walk_right:1:40::,pain:0:20::,attack:0:35::,die:0:108::,jump:0:9::,land:0:10::,jump_back:0:9::,land_back:0:10::,run:0:20::,run_left:0:20::,run_right:0:20::,run_backward:0:20::


Re: dragoon

Posted: Tue Jul 12, 2016 4:43 pm UTC
by gavlig

I'd also like a name of a material for goon, so that my beta iqm can be valid for engine from first iteration :)


Re: dragoon

Posted: Tue Jul 12, 2016 9:39 pm UTC
by gavlig

about pouncing and "hold-and-charge":
<gavlig-> `Ishq: do you have any idea how "both charge-and-hold and release" animations should look like?
<gavlig-> i have ideas about release
<gavlig-> but no clue about charge-and-hold
<gavlig-> i've checked how it looks gameplay wise and i saw that you can still move while charging
<gavlig-> so it should be delta animation perhaps for upperbody
<gavlig-> and we still don't support them
<gavlig-> so i guess i'll just make it one animation and then we'll see

besides that i've polished death animation a bit, all 8 walk animations, made pounce animation same as jumping only more aggressive, and made secondary attack as spitting.

Video will be here soon
Now i need:

  • clarify what should be done with hold-and-charge,
  • material name for mesh
  • setup to test all those animations ingame

And i'm not making swimming animation since Viech said we don't need that


Re: dragoon

Posted: Tue Jul 12, 2016 10:13 pm UTC
by gavlig

idle:0:200::,walk:1:40::,walk_backward:1:40::,walk_left:1:40::,walk_right:1:40::,pain:0:20::,attack:0:35::,die:0:108::,jump:0:9::,land:0:10::,jump_back:0:9::,land_back:0:10::,run:0:20::,run_left:0:20::,run_right:0:20::,run_backward:0:20::,attack2:0:35::,pounce:0:9::

.blend https://drive.google.com/open?id=0B_q1P ... EsxV1Y1OFE
.iqm https://drive.google.com/open?id=0B_q1P ... WpZY0hrUjQ

youtube https://youtu.be/ssL1rTxFfak


Re: dragoon

Posted: Wed Jul 13, 2016 4:00 pm UTC
by Viech
#unvanquished-dev wrote:

<Viech> yeah I suppose [the charge animation] needs to be a delta animation blended on top of the regular one
<Viech> the current length of the charge animation is 800 ms btw.


Re: dragoon

Posted: Wed Jul 13, 2016 4:59 pm UTC
by gavlig

i honestly see no point in making that animation until i can test it in engine


Re: dragoon

Posted: Sat Mar 18, 2017 3:05 am UTC
by kharnov

Hey gavlig, would you be available to re-export the dragoon? I have enneract on the dragoon, but he said something about the wrong names being used for some animations. You can reply here if that's easier than IRC and I can get him to give you any specifics needed.