Aller au contenu

Photo

Bagpipes


  • Veuillez vous connecter pour répondre
12 réponses à ce sujet

#1
liorbil

liorbil
  • Members
  • 38 messages
Hello,
 I have created a bagpipe model, however, I also have to create animations for it. sadly, I work with a different version of max, and do not have granny or Exportron.

Here is an in game screenshot:
www.e-nigmatech.com/images/temp/bagpipe.jpg

Thanks,
Lior

#2
ArtEChoke

ArtEChoke
  • Members
  • 85 messages
Were you planning on animating the bagpipes themselves, or giving the character bagpipe playing animations?



I'm not sure its even possible to animate "weapon" objects. The flail and sling are both animated, but I think the common opinion is that we can't add new ones.

#3
liorbil

liorbil
  • Members
  • 38 messages
Just the playing animation. I don't even know how an active bagpipe moves :)

#4
ArtEChoke

ArtEChoke
  • Members
  • 85 messages
For a character animation, you'll need a reconstructed skeleton for whichever race/sex is going to play the pipes. If you have CAT (softimage's character animation tool plugin for 3ds max), then there's already character rigs floating around the cc community you can track down.

If you are using Max's default tools, then you'll have to do that bit yourself.

If you're still interested at this point, read this thread, and decide if you still want to go through with it.

If yes, do you have any questions?

If no, congratulations, you are sane.

Modifié par ArtEChoke, 10 septembre 2010 - 03:53 .


#5
liorbil

liorbil
  • Members
  • 38 messages
I have found this:

http://gr2decode.alt....org/index.html

Now I need to find out how to import the skeleton into max '10

#6
ArtEChoke

ArtEChoke
  • Members
  • 85 messages
To get the character skeletons, unzip the lod-merged.zip from the data directory in your NWN2 install location. Then you can use tazpn's plugin to import the skeleton (any file ending in *_skel.gr2).

Modifié par ArtEChoke, 10 septembre 2010 - 10:13 .


#7
MasterChanger

MasterChanger
  • Members
  • 686 messages
Anyone creating additional playable instruments is awesome, in my book. I've been thinking specifically about horns (Lord of the Rings-style), fiddles, and viols/cellos/bases. The NWN2 stock instruments only include flute, lute, and tambourine-style drum.

#8
liorbil

liorbil
  • Members
  • 38 messages
 Ok, I managed to import the skeleton and make a proper pose.
However, the cloak seems to be connected to a node of its own, which also contains animations, and does not stay in its proper place.

#9
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Talk to hellfire about skeletons, he's got a working rig based on QK's work, and kemo also knows about it. ( not sure on versions )



If you happen to be doing more of the same - a horn for a trumpent archon ( just an animation of them blowing and them holding it otherwise ) would be very helpful for the angelic hosts, as well as a magic item of summoning things. ( and also for things i am doing with the AI )

#10
liorbil

liorbil
  • Members
  • 38 messages
Done: http://nwvault.ign.c...l.Detail&id=517


#11
Banshe

Banshe
  • Members
  • 557 messages
Congrats! It looks cool! :)

#12
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
Verra Nice, laddie! Now we can play Auld Lang Syne in its proper context. And the skirling o the pipes is just what we need to hear when we're coming down off the Highlands ta battle.

Nice work, man.

dunniteowl

#13
0100010

0100010
  • Members
  • 87 messages
Awesome.



But you have also opened up the floodgates so be prepared for ....requests



such as, if you can make a simple animation of all races/sexes carrying a an equitable box/crate like object (carried in front with both arms ) and one of a sack/object slung over the shoulder (also held with both hands raised, then you will be a hero.