![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
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-
|
|
|
![]() |
![]()
Post
#2
|
|
Contributor Posts: 93 Joined: 31-December 10 ![]() |
Animation, composting, re-compositing
Wings, animating wings, Transparency, alphablending Wings & physics, Character Motion Design Ok, then, i've find a solution for the various issues previously mentioned : You can see, below, the comparison with the same animated sequences from Daggerdale : ![]() ![]() What a pleasure to enjoy such a large of animations panel for new characters ... ![]() Character / Motion / Design : Eventually the character design that we want assigned to the new characters will probably require to customize certain sequences in game itself . For example here I have chosen to make fairly rigid wings, but we could be quite more tuning the soft/hard/spring effect (like for run_ sequence for example) . BTW, this a exaggeration test with spring effect mimic / semi-rigid wings on NWN motion : ![]() I.E. Animation Integration : It is obvious that the integration of certain sequences associated with transparency effects should be recast, indeed alphablending in a BAM image format is not supported (maybe need to cropping), by the Infinity Engine the Baldur's Gate Engine ... , yet . Process : Alpha Mask/Transparency/Texture with Photoshop, Iclone pipeline, Daggerdale Motion, NWN motion . This post has been edited by salomonkane: Jun 28 2013, 06:02 PM -------------------- -In Progress-
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 11th April 2025 - 05:04 AM |