Wizard Model Attempt

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Wizard Model Attempt

Postby thadiusofx3 » Sun Mar 11, 2007 1:45 pm

My first attempt at any sort of character modeling


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Postby Joe M. » Sun Mar 11, 2007 2:37 pm

wow, I'd forgotten all the shortcuts that xen-quality graphics offer--no need to mess around getting a beautiful character, 'cause nobody's going to look to closely.

Looks good!
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Postby Karl G. » Sun Mar 11, 2007 2:44 pm

sweeeeet

boned?
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Postby 9sam1 » Sun Mar 11, 2007 3:04 pm

he aint got no face or hands! lol but gj man thats good.
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Postby Serenity » Sun Mar 11, 2007 3:24 pm

could always be a pix
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Postby thadiusofx3 » Sun Mar 11, 2007 3:39 pm

I haven't added a face or hands yet

Just finished the rigging, and it's looking pretty awesome.
I gotta go to work now and I won't be back til like 1AM, but then I'll try and whip up a quick walking animation to test it out and I'll post it.
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Postby Karl G. » Sun Mar 11, 2007 3:58 pm

that's awesome! Blender format?
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Postby thadiusofx3 » Mon Mar 12, 2007 12:12 am

whatever format you want it in
I'm not sure if I'll get that video done tonight, I'm pretty tired and I gotta go back in at 11 in the morning, so I might just go to bed.
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Postby thadiusofx3 » Tue Mar 13, 2007 12:25 am

arg having some troubles animating (not actually getting the bones to conform to the mesh and move it accordingly, but actually getting the keyframes to work
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Postby Karl G. » Tue Mar 13, 2007 11:22 am

Thad--as long as you can export a boned .X model, I can write a quick utility to put it into certain poses. If you write the animations and export them I cant use the results anyway.

Hey--there are no vertices with more than 1 bone influence right?
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Postby thadiusofx3 » Tue Mar 13, 2007 11:32 am

well it's hard not to cross over because I'm using weight painting to weight the mesh, so probably

is that gonna be a problem?

Do i need to name the bones something useful for you?
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Postby Karl G. » Tue Mar 13, 2007 12:08 pm

Yes, please name the bones. Vertex influences will be a problem, but I might be able to write a script to sort them out a bit. Be careful not to have more than two, or the script will become exponentially more difficult to write.
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Postby thadiusofx3 » Tue Mar 13, 2007 12:57 pm

i'm pretty sure theres not more than 2 per vertex

having a little trouble with the export script, it keeps giving me an error
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Postby Karl G. » Tue Mar 13, 2007 1:05 pm

Ugh. Well it doesn't really need to be .X, can you export to another animated format?
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Postby David T. » Thu Mar 15, 2007 1:37 am

See, I knew .X was a SOB of a format. Someday I'll care enough to write my own file type exporter for max.
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Postby secretrk1313 » Thu Mar 15, 2007 4:56 pm

you should export in 3ds i find that one pretty good
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Postby David T. » Fri Mar 16, 2007 1:47 pm

That last post was so sad I started laughing.
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Postby Karl G. » Mon Mar 26, 2007 6:11 pm

Hey Thad--

Could you post the model without bones or animation? I'm going to try whipping up a model rigger/animator sometime (a while from now...), and I'd like to have a source model.

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Postby thadiusofx3 » Mon Mar 26, 2007 7:38 pm

yeah sure lemme whip it up real quick
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Postby thadiusofx3 » Mon Mar 26, 2007 7:52 pm

ugh still having problems with it
apparently deleting the bones leaves some root_bon global variable that I dunno how to delete
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Postby thadiusofx3 » Tue Mar 27, 2007 12:02 am

Here, i made a model of a man lol

http://poorserver.no-ip.org/projectvolu ... ion/man2.x

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Postby Karl G. » Tue Mar 27, 2007 5:57 am

omg thats perfect...exactly the low level of detail we need. The face is a bit wonky but hey, no biggie.

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Postby thadiusofx3 » Tue Mar 27, 2007 7:58 am

yeah faces are definitely not my strongpoint lol
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Postby Joe M. » Tue Mar 27, 2007 2:56 pm

looks like he's been tortured with a giant panini-maker. :P

I'm sure he'll look fine when put in-game, though.
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Postby Liberate My Madness » Wed Mar 28, 2007 9:10 am

Yeah, he will be fine next to all the other poorly animated charactars lol.


But honestly, it's pretty good xen-quality!
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