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3 Dimensional Chat / Alien Character walk cycle, more coming

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PudBawl
19
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Posted: 19th Feb 2005 13:07 Edited at: 19th Feb 2005 13:09
Hi all, here is a model I've been working on for Coder_David, I've only just finished my first pass at the walk cycle so it is not quite done yet but I should be able to finish soon.

More to Come:
Death Anim
Run Cycle
Idle Cycle
Battle Cry

Details:
1196 Polys
"leftPalm", "rightPalm" limbs to easily glue items into hands
custom texture map hand painted in Photoshop
Mouth that opens (requested for the battle cry)
255,0,255 transparency set for gaps between teeth
walk cycle, frames 1 to 40

here are some picks




And a link to download the zip, included in the zip is a cheesy app to help preview the model.
http://www.themillerhood.com/rtd/alienDemo.zip

Like I said, not quite done, but go ahead and post some crits.
Juso
22
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Location: Finland
Posted: 19th Feb 2005 21:36 Edited at: 19th Feb 2005 21:39
Very very nice and the moving tail is brilliant.
Oops! The texture is 2048x2048 !
G Man
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Posted: 20th Feb 2005 00:43
Textures can be resized with no effect on the UV mapping, only a decrease in texture quality.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro
Mx5 kris
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Posted: 20th Feb 2005 01:59
very nice! I actually can nly say one thing: perfect.

DOMRAY
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Posted: 20th Feb 2005 02:54
dam that is nice good work
PudBawl
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Posted: 20th Feb 2005 03:51 Edited at: 20th Feb 2005 03:52
@Coder_David: Are you texturing the object from within DarkBasic, for some reason (maybe I'm just not using it right) my file converter never includes the information to texture the .x model within the .x file so I've always had to use the LOAD IMAGE and TEXTURE OBJECT commands. If you have a .x file that does have the material/texture information in it you could probably just look at that and add something similar to this one.

Also on the down side, my converter does not export bone information when going out to .3ds and simply does not have support for .ms3d, perhaps somebody out there could help with some file conversion as I am pretty much limited to .x.

The texture file is indeed large, I had actually intended to size it down to 1024x1024 and let people go from there, guess I skipped a step in my haste. That is okay though, you only need something simple like MSPAINT (pbrush in earlier versions) that is built in windows to size it down, I'm sure a Mac has something similar (if not better).

For those of you who don't have highend image editors and have avoided MSPAINT/PBRUSH but need it now here is a quick step by step on resizing.

From the start menu choose run (windowsKey + R)(in WIN 3.1 this would be File->Run)
Type either mspaint or pbrush
Open the image
With image open goto the menu bar and do Image->Stretch/Skew (ctrl+W)
For horizontal and vertical stretch decrease to correct percentage
50% = 1024 x 1024
25% = 512 x 512

I'm sure most of you out there didn't need that, but hey, for any beginners out there on a budget...
PudBawl
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Posted: 21st Feb 2005 16:18
The finished alien has been uploaded, use the following link or the one in my first post will still work.

http://www.themillerhood.com/rtd/alienDemo.zip

updates-
walk cycle: frames 1 to 40 - updated with minor tweaks
death anim: frames 45 to 87
run cycle: frames 90 to 110
battle roar: frames 115 to 155
idle-soar wrist: frames 160 to 235
idle-breathing: frames 235 to 285
fixed some normals smoothing
mouth texture has darkened and shiney areas

So this is pretty much all I'm going to do with this guy, he has not been put through a thorough testing so if you find any major problems I will of course fix them, and if anybody has any thoughts please let me know so I can make my next one even better, other than that, see ya around.
PudBawl
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Posted: 23rd Feb 2005 23:13
@Dead and Ageek: I can provide a .3ds format of the alien but as I stated above my exporter will not include the animation. If you want an animated copy of the alien in .3ds somebody else will have to convert it for you.
For the texture, a 2048x2048 is jpeg is the best I can give you, my original is a .tif and simply too big for me to share, over 25 megs. I was very careful when saving it to jpeg though so there should not be a noticeable loss in quality. Here is a link to just the jpeg, it has the latest updates since my last post and is the highest resolution I've got.

http://www.themillerhood.com/temp/alienTexture.jpg
Mx5 kris
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Posted: 24th Feb 2005 01:33
thanks! you tried your best. now on the 3ds without animation: Will it include the bones(or whatever you used for animation)? Because I really like your model, I just want to spruce the animation a bit

PudBawl
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Posted: 24th Feb 2005 03:50
nope, looks like all I get when making a .3ds is geometry and UVs, no bone or animation data at all. People on these boards are always talking about the free apps that support the .x format though, perhaps they can read in the .x file and allow you to do whatever it is you want to do.
Mx5 kris
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Posted: 24th Feb 2005 04:02
what did you make that model in? perhaps I can make it support milkshape or 3ds max

PudBawl
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Posted: 24th Feb 2005 09:24 Edited at: 24th Feb 2005 09:24
The object moves through all frame ranges as can been seen with the simple demo program I included with the download, if you run this and the object does not move something must have happened to corrupt the .x file and you should probably try to download it again. I have just tested the download and it all seems to work well. The last cycle, the idle-breathing, is very subtle.

Also, make sure you are not using the old file, the one that only has only a walk cycle in it. In my experience sometimes DarkBasic will let you try and access frames when they are not actually there, other times it will crash the program.
PudBawl
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Posted: 24th Feb 2005 12:23
This is what it looks like to me, it hits your if statement and decides to PLAY OBJECT from the frame range you gave it, so it does frame 45, you would expect it to do 46 next time, but. Next time it is looping through it again decides that since health is not greater than 0 it will PLAY OBJECT from the frame range you specified, so it does frame 45 again.

Basically, since PLAY OBJECT is called every time it loops through it starts playing from the begining of the range you specified rather than moving through it. This is a pretty easy fix if this is indeed what is happening, just a little update in game logic.

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