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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 ![]() |
Advanced Infinity Engine Animation Project
Baldur's Gate Mesh Base Cover 3D Model Character, Building & others Assets making for Mapping Purposes Modeling Skills, Animation Skills, Character Artist & Character Animator Low poly/high poly, polygonal modeling vs digital sculpting Inverse/Forward Kinematics, vs Motion Capture vs Animation Cloning/Injection Modding Project, Preliminary & Tranversal Tasks Division of Task/Task force : Hi Nico, QUOTE(Nico) i can help you with that, As you know, I'm trying to rebuild/customize some of the original IE models, May be you can try to accomplish some of the Baldur's Gate Character textured base mesh cover, & I try to rig, skin & animated it ... ? Character Design Resources : Look at some of this original creations asset information that I've gleaned about : ![]() ![]() What we need to know, to better understand/grab : it's the structure of the Models/Animation itself ... Number/Size of the Models Polygons, Mesh Body, Rigs/Bones structure & Skins type, Texture type, Animation Procedure used, etc ... Any valuable information that's could help us to re-create the Assets with its "old-school"- touch . ![]() One more gems : ![]() ![]() https://www.youtube.com/watch?v=VeWnC9DB32o ![]() ![]() Something similar ..., No ... ? Advanced Baldur's Gate Mesh Prototype Candidate : Noober It's could be a pretty good step if we begin to try to reproduce some BG original Model with simple clothes/armor for the beginning, like Noober Character by eg ... : ![]() ![]() About : http://baldursgate.wikia.com/wiki/Tolerating_Noober Credits : Respect to all the artists & especially here, for original Character/Animator Artists that would be involved In Infinity Engine Models creations Assets ... Big Up ! ![]() This post has been edited by salomonkane: May 30 2015, 09:53 PM -------------------- -In Progress-
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