Author Topic: TWOK bridge - 07/08/2009 - characters' animations WIP  (Read 18422 times)

Offline pano27

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #120 on: July 31, 2009, 01:40:15 PM »
lookin swwweeeeeettttttttttt

Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #121 on: July 31, 2009, 03:39:00 PM »
Cookie ! what else do I need to say mate :D

Offline Joshmaul

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #122 on: July 31, 2009, 04:10:22 PM »
So beautiful...must not drown in drool...
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Offline CyAn1d3

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #123 on: July 31, 2009, 10:52:42 PM »
i bow to the glory of this bridge... and throw BOTH of you a cookie :D
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #124 on: August 01, 2009, 12:21:51 PM »
Thank you all! :D
Great news: I understood how make animated maps! Now the science station is animated and I'm working on the enviroment consolle (85%).
To do: Auxiliary (shouldn't be difficult, only the upper station to animate)
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Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #125 on: August 01, 2009, 01:39:21 PM »
That's great mate :) i'm making slow progress on st4 displays as i can't find nice layout for environmental controls and internal transporters but no worries ;) i'm now recharging my batteries at lake fishing (with no luck lol) so expect updates after weekend ;)

Offline Revan999

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #126 on: August 01, 2009, 06:00:09 PM »
Highly impressive , I personally like how well the chairs are done, something that is sometimes over looked for more detail upon lcars or panels.
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Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #127 on: August 02, 2009, 12:46:24 PM »
Thank you all. Great news: the bridge is complete!!!  :D
The pictures show you two different frames.
The next step is the Great Barrier: animations... the problem is that I have no idea of how make the crew's animations  :? I hope that someone will explain this to me: I searched in the Tutorial section but I didn't find anything. For the seats animation can I use the standard animation tool of 3D max (the gizmo in animation mode)?

Offline Barihawk

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #128 on: August 02, 2009, 12:53:11 PM »
That certainly looks amazing! I don't know much about animations (except that it might be trial and error) but I hope you do plenty more after this :).

Offline Jb06

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #129 on: August 02, 2009, 02:34:50 PM »
So is this completely lightmapped?

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Offline MLeo

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #130 on: August 02, 2009, 05:25:11 PM »
You need Character Studio for that, and use the biped nif included in the SDK (without changing any names).

In the end, you should be left with just he vertices of the bones (if memory serves).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #131 on: August 04, 2009, 12:34:09 PM »
Good news: I'm studing Character Studio (I have it inside 3d max) and I'm learning. A question: I learned how incorporate a biped into a character: I have to import all the characters from their NIF file or I must associate them in another way after I build the animation on the alone biped?

I have also an idea for the crew positions:
helm: Kiska
nav: extra crew
comm: Saffi
science:  Miguel
Tact: Savali
Eng: Brex
Enviroment: extra crew
Transport: extra crew
Ship:extra crew

Offline MLeo

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #132 on: August 04, 2009, 01:16:20 PM »
Animations are more or less character independant.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #133 on: August 04, 2009, 01:48:46 PM »
So, I have to work on bipeds and then assign them a character?

Offline MLeo

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #134 on: August 04, 2009, 01:51:14 PM »
They are independant (not dependant) on a character. But they are location sensitive, meaning if they are intended for the helm, then they won't do as good for the XO.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #135 on: August 04, 2009, 02:02:02 PM »
So, if I understood correctly. I place and animate the bipeds on their stations (helm, tact, science, etc.) and the crew people will go in his places automatically? And, if I want Savali in tactical and not in Navigation?

Offline MLeo

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #136 on: August 04, 2009, 02:15:34 PM »
Well, you have to associate them in the scripts.

To move a character, look at the canon crew positions mod for BPCore, mostly a shuffling of animations.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline JimmyB76

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #137 on: August 04, 2009, 06:02:56 PM »
if you can get through the animations and lightmapping aspects, youre only a few short steps away from getting it fully working ingame (after ironing out the last bugs)...

Offline Joshmaul

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #138 on: August 04, 2009, 07:53:37 PM »
if you can get through the animations and lightmapping aspects, youre only a few short steps away from getting it fully working ingame (after ironing out the last bugs)...

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Offline Picky

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Re: TWOK bridge - 26/07/2009 - characters' animations WIP
« Reply #139 on: August 05, 2009, 01:15:38 PM »
Thank you all for support and helps! Mleo, I searched in the SDK of Bridge Commander but I didn't find any biped... In which folder it should be? Sorry for my ignorance  :?!

Quote
So is this completely lightmapped?
Yes but the walls haven't lightmap for darkness problems, but I will see how they appear ingame and I will adjust all the lights, if necessary.

EDIT: I found the bipeds! Which one I have to use? I think the Large Biped...
EDIT 2: I think the correct assigments are:
small:Kiska
medium:Brex, Miguel, Saffi, extra crew
large:Savali
Is it correct?