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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 ![]() |
Advanced Infinity Engine Animation Project
Baldur's Gate Mesh Base Cover Hands Mesh Rigs/Skins Issues BG Dark Alliance Snowblind Studios Engine Adrianna, the Sorceress Pipeline Export Validation Issues to fix, & or adaptation about : Hi Nico, thanks for the Compiled Version of the Dark Alliance engine Tool, as you know now the tool export only textured, rigid mesh body, but that's enough for me to recreate & fix the previous issues that's I have before about D A Models . Thank's again ![]() Before : ![]() After : Here the (armored) Adrianna Model mesh, cleaned/rigged/skinned by me, with NWN and Diablo III animations injected . ![]() Baldur's Gate Mesh Base Cover Prototype Hand's Issues: Here I've try to inspired myself by the glove/muffle style hand (that you've could observe in the short clip with Ogre character above) for the rationalization of rigging prototype process for our next base mesh improved character tests/conversion/creation in the rigging/skinning process ... Prospective : Actually we try to see If some very promising possibility could be realized, like exporting complete animated characters (& maybe Placeables/Scenery, or VFXs ?) from the Dark Alliance Games Engine ... . Credits & Process : nicotine caffeine & friends for explanations and share of compiled version of BGDA-Explorer, of course the Tool Dev. himself, Snowblind Studios/Producers for the Assets exploited for modding spriting purposes . Iclone 3DxChange/Iclone Pipeline, 3dsMax & associated exporting scripts (for D3 & NWN) . This post has been edited by salomonkane: Jun 2 2015, 07:32 AM -------------------- -In Progress-
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