dragoon

Model animations and effects.
User avatar
gavlig
Animator
Posts: 518
Joined: Wed Mar 14, 2012 1:20 pm UTC

dragoon

Post by gavlig »

got goon rigged and ready for animation
https://drive.google.com/open?id=0B_q1P ... ktaRWZZWmM

User avatar
Ishq
Project Head
Posts: 1145
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: dragoon

Post by Ishq »

Nice!

User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: dragoon

Post by kharnov »

:thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

User avatar
gavlig
Animator
Posts: 518
Joined: Wed Mar 14, 2012 1:20 pm UTC

Re: dragoon

Post by gavlig »

hey guys, a small progress report:

didn't do much on this weekend, i wanted to have at least walking animations, but it appeared that rig i've made wasn't good enough so i had to spend some time on making it more efficient and tested it on idle animation only.

.blend: https://drive.google.com/open?id=0B_q1P ... 1lrYXZ6bzQ

User avatar
gavlig
Animator
Posts: 518
Joined: Wed Mar 14, 2012 1:20 pm UTC

Re: dragoon

Post by gavlig »

boom baby

idle:0:200::,walk:1:30::,walk_backward:1:30::,walk_left:1:30::,walk_right:1:30::,pain:0:20::,attack:0:35::

youtube: https://youtu.be/6Otc-V_fv8g

iqm: https://drive.google.com/open?id=0B_q1P ... GQ3YWFSSms

blend: https://drive.google.com/open?id=0B_q1P ... kRUOGl6Mjg

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: dragoon

Post by Viech »

Awesome! I love the attack animation in particular. You got left and right mixed up, though. :grin:

Any thoughts on a shooting animation? Maybe it could eject something from its mouth.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

User avatar
gavlig
Animator
Posts: 518
Joined: Wed Mar 14, 2012 1:20 pm UTC

Re: dragoon

Post by gavlig »

It's not mixed up, it's me being lazy about fixing mirroring bug in that viewer.

About shooting -- i don't know, i can make him pretend to spit something out, but i don't know how you'll handle that in engine.

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: dragoon

Post by Viech »

Oh there's not much to do in the engine, just give it the standard name for the secondary/tertiary attack animation and we should be able to play it accordingly. I'm not sure what the conventions here are, that is whether pounce would take the second/third attack animation slot or has a slot of its own. Someone else knows?

(I think eventually we'll want to have three attacks or (move) abilities with fitting animations for every alien class, one for each mouse button…)

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

User avatar
gavlig
Animator
Posts: 518
Joined: Wed Mar 14, 2012 1:20 pm UTC

Re: dragoon

Post by gavlig »

ok, since we have started talking about it, i'd like a list of special animations required for goon(if there are any more left except ranged attack), for now i'll work on running, jumping, dying and swimming

User avatar
Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: dragoon

Post by Viech »

Pouncing, with both charge-and-hold and release as with the old goon.

Do all our models have swimming animations? It's a very hard to maintain feature, code wise, with special cases being necessary just about everywhere. I cannot promise we will ever have the resoures to fully get it working… (Recall how it was horribly broken in Trem, too.)

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

Post Reply