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Contributor Posts: 93 Joined: 31-December 10 ![]() |
Hello everyone,
I'm requiring help about news discovery in matter of animation creation for IE games, and especially for BG series . Here could be discussed techniques and issues concerning bam editing/creation . First of all, this is one example of amazing possibility delivered by the works of infamous heroes of various modding community, adapted by me, in circumstance to Infinity Engine canvas, with Baldur'Gate like sprite : ![]() Then which help, infos , I need ? Well, could you please explain me : 1) How work the indexed palette system in I.E. ? 2) The limitations Engine about new sprites/animations integration ? 3) How to proceed to integrated new animation via modding pipeline (WeiDu & Co) Perspective : I'm looking also animator/modeler/modder than could, would be, give some tips about the original games creation assets (by eg vanilla model polygon structure ...), in the eventually of recreated some of them (cause they're "lost") with all this news animation possibility ... And of course, need help to spell/fx making, to adjust effect for this new sprites (I'know that some people are very skilled about this, around ![]() T.Y. . ![]() About : http://www.shsforums.net/topic/56182-true-...rs/#entry557587 Credit : Iavatar model by Mr. Lotboss PS : ![]() Because of a huge amount of .Gif/pictures in this Topic, I suggest you to switch the option board (in the bottom right) to "outline", for your navigation comfort/lag . Cheers . ![]() This post has been edited by salomonkane: May 5 2015, 08:10 PM -------------------- -In Progress-
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#2
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Contributor Posts: 93 Joined: 31-December 10 ![]() |
Genesis :
Hello, I want to thank all the authors of this tutorial, QUOTE How to make your own Avatar graphics ? written by Fatale and TME Which in this topic, put me on the right direction : ![]() http://iesdp.com/IesdpOld/General/AvaGraph.htm Today I am able to confirm their intuition and their choice of predilection tools for making custom Avatar, and announce that we can clone the animation sequences of the Aurora Engine to Infinity Engine (or another Isometric Engine) and this with virtually any 3d models (especially the bipeds) . The New Age : Example : Succubus, original model from NWN 1 : ![]() Original animation battle sequences (without wings, yet) : ![]() ![]() And now with custom, acting, motions : ![]() And this is custom Character (winged weaponized succubus like avatar (*), with NWN 1 motion/sequences ... ![]() ![]() What does it mean ? : This means that we can with animation sequences (here from : NWN 1) conform to the standard of the Infinity Engine (**), one hand animate different models of our choices but also export their associate animation sequences from the same pipeline and enhance characters interactions or the game-play, and / or role-play in various mods or in various games (RPG like, by eg.) . As long as the engine allows, and especially as long as/if these new perspectives are associated with new "hacking" perspectives and are freed from the engine limit and of the wall of the code. Then, Question : Is what the Infinity Engine can handle more sequences than it already has ? And how can it support more by characters ? T.Y. (*) : (need animated wings and physics/clothes & others tuning like shadow) (**) : (basically same action animations) Some sources : http://www.shsforums.net/topic/43503-ia-content-thread/ Credit : Pipeline : 3ds max/NWN max plus plug-in/Iclone/Iclone 3DXchange Iavatar : Iclone Comm. This post has been edited by salomonkane: May 10 2013, 08:01 PM -------------------- -In Progress-
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