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#1
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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 ![]() |
Animation, mixed pipeline, motions mix
Role Play, Forgotten Realms Background And now, this is a Cyric guy from D&D Daggerdale, with Animations mixed, from Original games + Iclone Motions, + NWN animations ... ![]() ![]() ![]() Freaking Awesome ... No ? ![]() Sprite (*) : ![]() Process : By me, salomonkane : Export animation and model from game with Unreal Viewer, import data in 3ds with ActorX Importer script, then export to Iclone Exchange, recalibration of the model, motions integration in Iclone, render . (*) : Test work on light & shadow . Credit : All credit to artists/developers/producer of the games, & /soft/tool/script, previously mentioned . This post has been edited by salomonkane: May 13 2013, 11:34 AM -------------------- -In Progress-
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