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Melee animations: Leg
Posted: Mon Oct 25, 2004 12:48 pm
by Gen_Identikal
I looked at the melee animations in unrealed and noticed the pelvis was locked to the same spot and both the legs moved simultaneously in strange ways.
Ingame, the animations only seem to apply to the upper torso. If i create my own animations in which the whole body is animated, will only the upper torso be animated?
Spa? Loq?
Posted: Mon Oct 25, 2004 1:19 pm
by jeditobe1
Melee animations only use the upper half of the body and blend it dynamically into the characters current pose
Posted: Tue Oct 26, 2004 12:49 am
by LoQtUS
If you use the same bone names as what are in the standard epic structure our animations will take controll of the bones and move them to our anims. Im not sure what would happen if you had the exact anims that it calls from our packages in your models anim package and were using a non standard bone names. It could either work, and your model will preform the anim the way you want it as well as fill the log file with access none entrys, or it will crash Unreal.
Or You could just map you model onto one of the standard Skellys and it would all work.
Posted: Tue Oct 26, 2004 6:24 am
by neolith
LoQtUS wrote:If you use the same bone names as what are in the standard epic structure our animations will take controll of the bones and move them to our anims. Im not sure what would happen if you had the exact anims that it calls from our packages in your models anim package and were using a non standard bone names. It could either work, and your model will preform the anim the way you want it as well as fill the log file with access none entrys, or it will crash Unreal.
Or You could just map you model onto one of the standard Skellys and it would all work.
Exactly.
Modeling onto the standard bones is the best thing you could do, Gen_Identikal. You
can use your own, but it'll be squashed into the dimensions of the standard ones anyways.
And for custom names on the bones it's a 50/50 between distortions and crashes, depending on what and how much you changed.
Posted: Tue Oct 26, 2004 6:29 am
by Gen_Identikal
i was talking with Jb and he said my own anims would work with an extended class of ChaosxPawn. So yeah...mite make a little chaos mutator.
Posted: Tue Oct 26, 2004 12:29 pm
by Gen_Identikal
LoQtUS wrote:
Or You could just map you model onto one of the standard Skellys and it would all work.
I was thinking about making a pack of worms something along the lines of this and then putting custom melee anims on it. So the standard skellys definately would work.

Posted: Tue Oct 26, 2004 1:54 pm
by LoQtUS
Um have you looked at the standard skelly? the model you are working on will fit on them better then theese Model Pics.
Posted: Tue Oct 26, 2004 3:58 pm
by neolith
Nice style in your drawings! Are you using a wacom?
Be careful with using other games' content though - some publishers don't like that.
Posted: Tue Oct 26, 2004 4:27 pm
by TKATK
as long as it aint called boggy b i doubt they can do anything
Posted: Wed Oct 27, 2004 6:14 am
by Gen_Identikal
Neolith wrote:Nice style in your drawings! Are you using a wacom?
Be careful with using other games' content though - some publishers don't like that.
those worms in team17 dont have robotic legs

Plus their eyes are much larger and closer together. And yes i'm using a wacom. I wouldnt use any other brand...
Loqtus wrote:Um have you looked at the standard skelly? the model you are working on will fit on them better then theese Model Pics.
Yes ive looked at the standard skellys. It wont fit well with the tail, stumpy legs and all. Also i wish to take advantage of the worms big head features and add facial bones for expressions.
