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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 ![]() |
Model/Animation/Portage & Creation
Graphics Editing Nightmare Creatures NPC (as Bodhi & NPCs Mods), Shapeshift (Monsters), Kit (Vampire) RĂ´le-Play : Night & Day Cycle Vampire The Masquarade, Redemption, Bloodlines, Nihilistic Software/Troika Games, meet Sacred, Underworld/Ascaron Entertainment Oldies, but Goodies, Part II : ![]() ... To the Darkness ... ![]() ![]() Animation porting stress test (minor UV/Texture Mapping error to fix) on custom poses : Various classical Monsters (Vampiress in "Matrix Pose", and Mummy from Sacred; Nosferatu from Redemption; Werewolf, Bat Beast Form, and Shark/Sahuagin style guy from Bloodlines), supposed to be integrated as BG like avatars . Animation from Sacred could be playing : Sacred to Sacred, and/or from Sacred to others Models . ![]() In sprite cession : From NWN1 and Sacred, animations, ![]() ![]() ![]() Non combat and combat stances (as combo.) ![]() ![]() Comparison : Bodhi, ![]() ![]() vs in Light & Background Composition Scene : ![]() Process & Credits : Gr2Decode stuff (3ds scripts), Granny Viewer, Tuto & Tips & Stuff (Tools and Werewolf Model) from Vampire Comm. (Planet-Vampire), & Tool from Sacred Comm. as mentioned above . For Sacred : Import Grn/Gr2 Sacred Model in 3ds with GR2 script/plug-in, import the .smd obtained Model with Cannonfodder's Importer (or with Wunderboy plug-in), again in 3ds, add animation, export in .FBX to Iclone, calibrate/compose/render . For Redemption and Bloodlines, Milkshape plug-in and Bloodlines SDK, and Iclone Pipeline (for the both : smooth and spring effect addition) . About : ![]() http://weidu.org/valen.html http://sacredwiki.org/index.php/Sacred:Vampiress http://www.coverbrowser.com/covers/vampirella P.S. : Looking for a way to import Bloodlines Animations and fix some Redemption Models issues (some Models have buggy T-Pose) & Sacred specifics Models import issues (issues with animations like for winged daemoness character) ... This post has been edited by salomonkane: Nov 23 2013, 04:07 PM -------------------- -In Progress-
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