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[Preview] Counterstrike at Quel'Thalas

12-04-2003, 08:54 AM#421
tufy
Quote:
Originally posted by Frostigt
Cant wait:D :ggani: ;) :gsmile: :gsmile: january, right?


February. Under condition that I can get another one to help on the models. Xaran is working on multiple projects at once, so I can't put too much orders on him and I'm currently working on six models, not to mention map making and triggering. I'd like to start my work on Troll units, but somehow there's still a whole lot of Wood Elven buildings to model...
12-04-2003, 10:19 AM#422
Xaran Alamas
Aw thanks for that tufy :gsmile:
12-04-2003, 03:08 PM#423
tufy
No problem :D

Anyway, here's a shot of a few animations for the Spearman. The colors were a test to see wich one fits the model the best. Anyway, you can see Stand (light green), Stand Defend (dark green), Walk (red) and Walk Defend (blue) animations.

The model's done, anyway, time to move on to Eagle Rider.
12-04-2003, 03:16 PM#424
Xaran Alamas
Cool :D

Oh yeah a question tufy, which of the animation tutorials in 3dsmax (do you use 5?) did you use mostly for finding out how to do anims cause I know there are several but I'm not quite sure which ones apply the most the how WC3 does it, thanks.

Oh also I'm working on something special for CaQT tufy but you'll have to wait a bit longer till I've done more of it to find out what it is ;)
12-04-2003, 03:33 PM#425
Frostigt
i think the blue and the red spearmens are the best,
12-04-2003, 03:51 PM#426
tufy
Quote:
Originally posted by Frostigt
i think the blue and the red spearmens are the best,


I agree. And these are exactly the colors I needed, the red for Blood Elves and the blue for the Council.

Quote:
Originally posted by Xaran Alamas
Cool :D

Oh yeah a question tufy, which of the animation tutorials in 3dsmax (do you use 5?) did you use mostly for finding out how to do anims cause I know there are several but I'm not quite sure which ones apply the most the how WC3 does it, thanks.

Oh also I'm working on something special for CaQT tufy but you'll have to wait a bit longer till I've done more of it to find out what it is ;)


I didn't use any animation tutorial. All I needed was the Art Tools Readme. I followed the instructions and figured things out. It's preety simple, actually. All you have to do is make a new note for objects, set bones and then animate them. Unfortunatelly Warcraft engine only recognizes movement of whole elements (no vertex moving), but since it fills the gaps by itself, that's not a big problem.

For instance: I want to make a Stand animation for Spell Breaker. What I have to do is:

1. Set up a note for Objects
2. Make two keys in the note, both stating Stand, one at position 10 and one at position 40 (at a rate of 30 frames/s this makes an animation of 1s).
3. Create two key frames, one at position 10 and one at position 40, for each bone/object I will be animating
4. Create key frames in between both limits that represent the ultimate point certain animated object will reach (note that you have to be careful with angles. If you want to rotate an object for more than 90 degrees, put another key frame in between to avoid possible wierd solutions)
5. Sometimes the animation moves a bit wierdly (first the object goes whoa away from where you want it to be, then comes back). To avoid that make frame 11 same as frame 10 and frame 39 same as frame 40. If you don't want to mess up the animations, you can set the original borders one frame before/after the actual animation (in our case, you would originally make keyframes at positions 9 and 41), then copy both keys to required positions (10 and 40).

To create an animation of the skirt, all you have to do is divide the skirt into several objects and then move the most left one, the most right one and the back one. That will make it appear as if the skirt is moving in the wind. Voila.
12-04-2003, 03:55 PM#427
Frostigt
so then i guess we can wait the final campaign in april or so ?:ggani: :ggani: ;) :(
12-04-2003, 04:00 PM#428
Xaran Alamas
Thanks tufy, I usually do things by trial and error too but last I tried doing stuff with note tracks it wouldn't add a key to the notetrack :-/ guess I'll try again later.
12-05-2003, 08:27 AM#429
tufy
Frostigt, I stick with February. We'll see how it turns out...

Quote:
Originally posted by Xaran Alamas
Thanks tufy, I usually do things by trial and error too but last I tried doing stuff with note tracks it wouldn't add a key to the notetrack :-/ guess I'll try again later.


Try marking "add keys" :) Oh, btw, you have to press in the note track, nowhere else, or else it won't work...
12-05-2003, 12:51 PM#430
Frostigt
OMG!!! oh noooo Tufy, u have failed the blizzard look!!!!! U r sticking to date, we r all domed, the campaign wont be filled with useless, funny crap!!!!!!!!!!!!!!!!!!!!!!
12-06-2003, 08:47 AM#431
tufy
Well, the February is as early as it can possibly get. I expect to take a little longer, but let's all be optimistic, shall we?

Anyway, here's a possible shot of Darrowmere forest. I guess those trees do look better large. But now I need to figure out a nice trigger to switch animations mid-way (I need a "remove treetop" buttons, or you won't see battlefield at all with a few of those trees around...
12-06-2003, 09:10 AM#432
Ravan
Kickass trees man
12-06-2003, 09:13 AM#433
Frostigt
YEAH!!
12-07-2003, 05:20 PM#434
HellBane
That... Is... Simply...
*Faints*
Wow tufy! You are the Coolest person here :D
btw, thw tree leaves look kinda.... Fake...
But that is AwEsOmE!!!
12-07-2003, 05:25 PM#435
Xaran Alamas
Cool stuff mon :D

Oh yeah I got the animation thing working in 3dsmax, turns out I had the track view on the wrong mode :////