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Re: Battlesuit

Posted: Sun Oct 18, 2015 11:26 pm UTC
by gavlig

video of that animation speed concept:
https://youtu.be/tWR-yC7P4gM

so what i want is a parameter in the conf file where i put that S(which was 6) of an original anmation and you'll calculate the needed fps for the distance our player covers in 50 frames, where 50 frames is the length of one animation cycle and you'll probably be able to get that from iqm.


Re: Battlesuit

Posted: Sun Oct 18, 2015 11:45 pm UTC
by gavlig

the setup `Ishq made for me previously https://drive.google.com/file/d/0B_q1Py ... sp=sharing


Re: Battlesuit

Posted: Sun Oct 18, 2015 11:51 pm UTC
by gavlig

So, list of issues:

  1. that stupid sliding because ingame players obviously moves with a different speed
  2. leaing towards the movement direction make it look like poo
  3. i suppose motion blending is still poo too
  4. rifle_delta makes the whole model disappear, read http://forums.unvanquished.net/viewtopi ... 891#p16891

Re: Battlesuit

Posted: Wed Oct 21, 2015 10:17 pm UTC
by gavlig

got all crouch animations, they could use a little polish after i get them ingame, but i can call them done more or less

So swimming and bunch of deltas and taunts for different kinds of weapons left

.blend: https://drive.google.com/file/d/0B_q1Py ... sp=sharing


Re: Battlesuit

Posted: Thu Oct 22, 2015 12:24 am UTC
by Ishq

So, I've completely forgotten how to use blender, so I can't export models anymore.


Re: Battlesuit

Posted: Thu Oct 22, 2015 6:30 am UTC
by gavlig

that is ok, i'll export it after i get swimming done.


Re: Battlesuit

Posted: Thu Oct 22, 2015 9:26 pm UTC
by gavlig

so here it is, anim list:

idle:0:300::,die:0:107::,pain:0:20::,jump:0:10::,land:0:10::,jump_back:0:10::,land_back:0:10::,attack:0:10::,run:0:50::,run_back:0:50::,run_left:0:60::,run_right:0:60::,walk:0:80::,walk_back:0:80::,walk_left:0:60::,walk_right:0:60::,,gesture:0:89::crouch:0:10::,crouch_forward:0:80::,crouch_left:0:80::,crouch_right:0:80::,swim:0:80::,rifle_delta:0:1::

bsuit.blend -- https://drive.google.com/file/d/0B_q1Py ... sp=sharing
bsuit.iqm -- https://drive.google.com/file/d/0B_q1Py ... sp=sharing
bsuit_no_delta.iqm -- https://drive.google.com/file/d/0B_q1Py ... sp=sharing

no_delta is without rifle_delta

In order to export from .blend you must have iqm plugin installed, then you need to select bsuit mesh, the go to file->export->Inter quake blablabla, add that list of animations to the corresponding field, choose material only, add a path and click export.


Re: Battlesuit

Posted: Thu Oct 22, 2015 9:30 pm UTC
by gavlig

fuck, swim actually contains 100 frames... i;ll reexport it right away


Re: Battlesuit

Posted: Thu Oct 22, 2015 9:33 pm UTC
by gavlig

bsuit_no_delta.iqm -- https://drive.google.com/file/d/0B_q1Py ... sp=sharing
bsuit.iqm -- https://drive.google.com/file/d/0B_q1Py ... sp=sharing

the anim list is the same just with 100 frames in "swim"


Re: Battlesuit

Posted: Fri Oct 23, 2015 7:49 am UTC
by Ishq

Animations look nice. Still haven't figured out where the player leans.