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Everything posted by Arcturus
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@I.C.H.I. Quality of animations is one thing. That one "search" anim where feet are sliding is bad. Alerted turning animation seems to suffer from the same problem as the base turn anim did (mismatch between turn speed and the animation). But there also seems to be a lack of variety of animation types. Another example: I like how gangsters in "Arkham" series behave. They react to player's actions and act increasingly frightened as Batman keeps eliminating their friends stealthily.
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- thief
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@datiswous Things that shipped are: fixed turning 90 degrees animation, fixed elbows in one of the walk anims (and enabled it for builder guard), changed starting frames of the walk anims, small changes to what idle anims are played when NPCs patrol. I would like to see animation blending rates increased at some point, but that requires larger discussion.
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They make two steps, pause, turn around, two steps, pause... Shouldn't they be playing "looking around" animations like they do in Thief? And I feel like they are focused on the same couple of square meters a bit too much. Thief 2 has two variations of the "stop and look around" animation. They also alternate between alerted walk and normal walk.
- 16 replies
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- thief
- stealth games
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@SystemFailure If you just want to get your character into the game, quickest way is to use automatic weights. First select the mesh, then the Darkmod skeleton in t-pose and ctrl+p > Armature Deform With Automatic Weights. I made some changes to the Blender rig that I haven't published yet. I was thinking about making a tutorial on how to animate with it.
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They make two steps, pause, turn around, two steps, pause... Shouldn't they be playing "looking around" animations like they do in Thief? And I feel like they are focused on the same couple of square meters a bit too much. Thief 2 has two variations of the "stop and look around" animation. They also alternate between alerted walk and normal walk. I'm gonna start a new thread.
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Yes, LWO and ASE are used for static models. For skeletal animation you need MD5mesh / MD5anim. There are some old plugins for Lightwave from what I see: https://www.clintons3d.com/lightwave/lwplug.html I made this rig for Blender: If you're going to learn Blender don't expect it to work the same way as Lightwave. Learning new software is always pain.
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Darkmod uses Doom 3's md5 format for skeletal animation. If you want to import a custom character you need to assign it to the existing skeleton and export as MD5mesh. If you want to use a custom skeleton then that will be a lot more work and you won't be able to use existing animations. What software are you using?
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Ubisoft's version of Nanite:
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@JackFarmer Yeah, I think you could say he's a surrealist like Dali, although not in exactly the same style. This one is more abstract: There are some 2d artworks on Instagram. https://www.instagram.com/womaszwomasz/
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Tomasz Woźniakowski - graphic artist, animator (uses Blender) and music producer.
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When I look at the middle of the screen I don't really notice that something is moving in the corner. The rotation could be slowed down even more.
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I agree. I really liked those rotating 3d inventory miniatures in "Displacement". Wish there was more.
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In the previous video ray-traced audio is mentioned. It's made in Godot engine so maybe this was used: https://github.com/WhoStoleMyCoffee/raytraced-audio
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Three stop motion animations that came out in recent months. New music video for George Harrison’s song “Give Me Love (Give Me Peace On Earth)”, directed by Finn Wolfhard. Short film from a former Disney animator: New animated short film by Gorillaz.
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I updated to beta215-05. I get crash to desktop when I hold mouse2 (Frob/Interact).
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@thebigh It seems like for some reason he has hard time actually hitting the player when combat animations are sped up like that.
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You could simply edit frameRate in .md5anim files.
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More Dynamic HUD for TDM - Ideas, feedback and advice needed
Arcturus replied to STiFU's topic in The Dark Mod
You can run around with bow out, so it seems logical to me to draw arrow right before shooting. To me this is a bigger issue: https://bugs.thedarkmod.com/view.php?id=6566 -
@grodenglaive These are latest and they work with 5.0.1: https://gitlab.com/orbweaver/darkblender
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https://store.epicgames.com/pl/free-games "Nobody Wants to Die" and "The Darkside Detective A Fumble in the Dark". First part of "The Darkside Detective" was free on Epic in the past and I enjoyed it even though it's a short game for children with zero difficulty level.
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So Mircea was probably his real name (it's a Romanian given name). Somebody wrote that he tried 2 days in a row to go in the water in Eforie Sud with a backpack full of sand. In the 2nd day he was succesful. In that same comment there's a link to a Youtube video from some news channel that shows medics trying to resuscitate him on the beach. Mircea was very active here and also under a lot of my Darkmod related videos on Youtube. So I noticed when the comments stopped.
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How about giving a different outline for valuables and non-valuables?