Yep once something like that is put in place a model with a cool shader effect could be made to look like a saber or even lightning.
Sweeeeet. Just like Clone Wars #19. :cool:
In case anyone is wondering, I'm the one that's coding in the ledge grab and the majority of the new animations that Keshire has been whipping up.
I don't know about the current status of the dual gun weild code, I think Phunk might be the one implimenting that stuff.
Originally posted by monsoontide If you can get me some decent references, I can easily make a clone wars rocket launcher (Hate that one in JKA) - esp since I'm doing toon durge and assaj ventress at the mo.
That's a great idea. I'll program it in if you model/skin it and Keshire animates it.
Any progress with the speederbike anims?
Not that I know of.
Ya mean this?
Cut & paste but remove space. -v-
http://groups.msn.com/_Secure/0SAAAAEMWBjoa4kS6I*ReuyI47cpBpKIFKB986aH98pj6zZ*hY) 3B*E1!RscfLNJp3CH2xhuJ6T0ik5t4FE!4jDeK0QKBLVqhwIBd Lb2lvzzsAAAAAAAAAAA/obi-maul.gif?dc=4675377532220361713
_Secure/ 0SAAAAEMWBjoa4kS6I to _Secure/0SAAAAEMWBjoa4kS6I
Is that just for fun or part of a new move/block?
It looks really cool!:cool:
More elaborate saber moves would make the in-game fights even more awesome! (Especially if there can be blocks and such to match.)
RenegadeOfPhunk wanted me to do some very quick scripted sequences. I beleive he plans on randomly replacing the saber locks with these scripted locks. To add a more movie feel to them. I have both sides and once I tweak the hands they WILL match up exactly how the movie is.
In 3ds max I'm using Biped to map out the motion and then plugging it into the JKA skeleton like a puppet. This also allows me set it up so the interaction between the two oppenants will be a lot more realistic than most animations.
That saber lock idea sounds cool.
Does that mean that you will be making two alternate endings depending on who wins the saber lock?
Oh, and that's Character Studio that you're using to create the ".bip" file and then apply it to the JA skeleton? (Just checking to make sure that I'm understanding correctly. :) )
Well with Renegade's movie battles you don't always win or lose a saber lock. You get in a tie up or short saber lock. I can make win/lose ones, and I will for RazorAce because he wants to add in counter attacks.
And yep, I sized the Biped to the skeleton and contrained the skeleton to the biped. So its being puppeted. And as everyone who's used Character Studio knows its the best way to animate. And yes I can import previously created bip files. And All my work is always available to whoever wants it. Doing it this way greatly simplifies it, and I'm pretty sure I made it easier to do now than modelling and skinning. As long as you have both max and character studio. :)
The staff users left hand looks floppy at the end of the animation...
That would do to the fact the I had the Ik wieghted to the staff as I was animating it. Not a problem. I'm not done yet. There's a lot more than that wrong with it if you look close enough. But this is good for a few hours on a weekend's worth of work. :)
Can't see them :confused:
I wonder who I could convince/bribe at Raven, to release the SP code. I REALLY need a "Ledge grab" in my SP series - since it involves a lot of exploring.
Is there a way to "flag" a surface in a SinglePlayer map, so that when the player touches it - it activates a script command referenceing the animation, so it looks like the player is grabbing the ledge?
I think you could just do that with a trigger...
And if you can't do it in-game, you can always have it be a cutscene.
Lassev?
Originally posted by Antizac
I wonder who I could convince/bribe at Raven, to release the SP code. I REALLY need a "Ledge grab" in my SP series - since it involves a lot of exploring.
OJP are working on it. You can follow it in this thread (
http://www.lucasforums.com/showthread.php?s=&threadid=126145). Hmmm, looks like they moved the screenshots.
May I know how are they supposed to code the ledge grab stuff for Single player, if there's no Single Player source code?
We aren't.
I think Lei Hng Wei just confused about what you meant.
Hell if I know. I don't code, I just point.
That looks excellent! Very nice, Keshire.
New blocking system (
http://www.aotctc.com/forums/download.php?id=426)
360+ frames as opposed to 5 originally
went from 5 positions, to 8 in front, 2 on each side, and 1 in back.
transitions from start to block, and block to block. Waiting on RazorAce to finish some code. Then to finish Duals and staffs.
Oooh, downloading now. I'll give you some feedback.
Darn I thought I was downloading the blocks... I don't trust quicktime extras so I can't see the movie but I trust you did a good job. I'll just wait for the real download.
I'll just wait for the real download.
Should be a part of the next enhanced beta hopefully. I'm really enthusiastic about this system. And be that much more closer to adding more realism and movie quality.
Dual blocks. same format. Also I really cut down on frames with these because the transitons can be run in reverse for the return transitions. Which I'm really proud of. Otherwise it'd be 600+ frames worth of blocking for each of these.
You'll also noticed I did away with the whole X saber while blocking when using duals. I thought that was sort of a cop out on the part of the Raven guys.
anyways. Quicktime format once again.
Dual Blocks (
http://www.aotctc.com/forums/download.php?id=431)
I think the reason they did the X-block thing was so that they woudn't have to work out what the other saber would do...... because in reality you'd block with one and stab or slash with the other .... end of fight....
Animated gif of BackHand (
http://pixstorage.com/view/image.php?id=2631)
Its just a work in progress. Eventually I'll make it indistiguishable from the one Quigon does in Phantom Menace.
Darth Maul hapkido Spin kick (
http://www.aotctc.com/forums/files/spinkick.gif)
The kick that sends Obi into a backflip