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Posts
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Everything posted by Amita12
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Oh. Heh, I've never heard of Zork, so I didn't know
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Awesome, thank you !
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Grue: http://en.wikipedia.org/wiki/Grue_(monster) ? Hell, I don't mind. Was simply attempting to incite discussion . Besides, it was interesting reading the various opinions on the subject. Plus, I was walking into this whole heartedly knowing the idea was far-fetched; as I have explicitly stated several times.
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Haha, that'd be awesome XD
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Ah, my bad. Still, though I thought Doom3 was unreal :s
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Alright, that would be very nice, please, since they all seem to be LightWave files. EDIT: I'l also look into the beggar char animation. Is it just the walk that s/he needs?
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Haha, I know we'd have to start from scratch, which is why I thought this as far-fetched; I'm just trying to imagine it. I already love TDM as it is and if it were to be ported to a Crytech engine I wouldn't be able to play it or test my animations in-game because my computer can't handle Crysis. So, it's more like a good thing that the project is based into the Unreal engine . EDIT: Why'd I get a negative rep for this post ?
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If ever it were possible to summon such motivation (and funds/hardware/etc.), wouldn't it be at least a little bit cool to see this mod on the Crytech engine? I know it sounds a little far-fetched at this point, but it's still cool to think about... Besides that, using a BCI for this mod would be pretty sweet, too, if not slightly complicated. mike EDIT: Before you say anything, I'd like for you to know that this topic was written playfully and not intended to spark anger/frustration/exhaustion/negative-energy. I knew from the beginning how far-fetched this idea was and if I had meant it seriously, I would have written my first post differently. I love TDM the way it is and couldn't be happier with it's outcome. A lot of time's been spent working on it and I admire the dedication. I admire it so much, in fact, that I'm even offering my animation skills and sound-proof audio studio privileges for women voices. So, please don't take this all the wrong way, I have good intentions. I've also recently been informed of how tired this topic is, so rest assured you may hear no more of it from me.
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Oh, alright. Then, I'll spend more time on things that aren't already made Ah, you have a good point. Yes. Do you have any suggestions as to how I should animate the characters with objects? Or should I just animate the characters with invisible things? I guess I could just throw up some primitive polygons as guides, but I guess what I'm asking is if I need to import the actual objects or does the script automatically attach the object?
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The drunk animation is proving difficult, but I think I'm starting to get it. I should be able to post something within the next few days... Also, which walk cycle is being used? Because there's 3 of them. Is it walk36 ? I was thinking of adding a seamless stretching of the guards arms or something (like in TDS)
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Is the spreadsheet still being used?
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Hey, thanks for the feedback . I'll see what I can do about the drunk animation, but atm I've got 3 more weeks left in my term (of 5 classes), so I'll see if I can free up some time for more animation. If not, then I've got a three week break in between terms I can just work on some more stuff then mike
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Haha, good point . Well, then, in that case, I hope it looks good!
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Splendid! I have no idea what you did, but all that matters is that it works! mike
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Hey, no problem . If you have any more questions, feel free to contact me. mike
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I moved the head on the Proguard mesh. I'll check it out, but at the moment, I'd like to wait until I can get access to the SVN repository. That way, things can go more smoothly, as far as animation goes. I've uploaded the zip file you couldn't access earlier, btw. mike
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Hmm, so what should I do, then?
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Hey, awesome, thank you very much! mike EDIT: Now another question arises: When I test the animation, his head doesn't move the way I animated it to; in fact, it doesn't move at all . Do I have to make a separate head animation, or something?
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Hmm, I just tried this, but I got an error telling me that the number of joints in the mesh is different from the number of joints in the animation . mike
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Wow, it finally worked! It turned out to be because of my maya folder being in Program Files . That is terribly odd, but good news has come, and as long as I can exportModels now, I'm good . Thanks for your help! I really appreciate your patience. mike EDIT: Now I've got another problem: I can't test the model. It says that it couldn't register the model proguard.ase
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There's also www.3d.sk . I've got an account. If there's something there that is absolutely valuable, then I can get it for you, but please don't overwhelm me with links; like, 10 a week, per person, is ok, i guess. mike
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Oh, I just checked which e-mail I sent it to and it looks like I sent it to the right place :s. But, that's ok, I sent a rapidshare link in a pm. Hey, thanks . I'm definitely not going anywhere. I'd like to see this through
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Hmm, do you think it's the path of my maya files (because they're in Program Files)? Because I see in the Process Monitor that doom3.exe has no problem finding maya and all it's components. I'll try putting them into a different folder soon, though. mike
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I swear I have . I sent three versions to your mindspaces e-mail. But, I'll send it to you through pm. Thanks ! mike