Custom Creatures from Scratch
#1
Posté 11 septembre 2010 - 08:16
COuld some one please link me to a tutorial or info on making completely custom creatures.
#2
Posté 11 septembre 2010 - 08:26
- BG Redux Team since they've created new creatures (mephits, golems)
- Eshme's Import/Export Tool. The discussion threads there will potentially have lots of useful information on DA formats and import/export workings between 3dsMax/GMax <-> DA
#3
Posté 11 septembre 2010 - 10:29
As for tutorial information, our guy has said that he'll put together a tutorial *at some point*... but i wouldnt hold your breath
Modifié par mikemike37, 11 septembre 2010 - 10:37 .
#4
Posté 11 septembre 2010 - 11:11
#5
Posté 12 septembre 2010 - 08:30
#6
Posté 12 septembre 2010 - 11:03
#7
Posté 12 septembre 2010 - 11:04
ladydesire wrote...
Hellfire, it's probably not all that different from doing them for Neverwinter Nights or Neverwinter Nights 2. I think most of the potential difficulties will be with the export process, though I think eshme will be able to help there, as mikemike37 said.
no, that ain't true. given that da:o can read custom skeletons (until now no one rellay tried this - but i do believe there won't be any trouble with this. you just have to bear in mind that every bone needs an exclusive id and that you have to build it with the needed crust hooks) the biggest problem is to set up a completely new animation blend tree. there is no heavy documentation of the blend tree editor which ships with the toolset and there are also 2 animation exclusive file types not documented at all but linked within the apr_2da. but the creatures in awakening are also not using these so i think those file types are not really needed.
in nwn2 the animation tracks are determined by their name which was easier to handle.
Modifié par -Semper-, 12 septembre 2010 - 11:43 .
#8
Posté 12 septembre 2010 - 01:32
Hellfire_RWS wrote...
Not interested in sticking with existing rigs
Well in that case you'll want to look over the discussions on Eshme's project page and probably ask any questions you have there.
#9
Posté 12 septembre 2010 - 04:31
#10
Posté 12 septembre 2010 - 04:58
Might be a long while before its somehting I can do, When and if, I will most surely write a tutorial.
#11
Posté 12 septembre 2010 - 08:17
2. The mesh is ready or do you have to model it?
3. What 3D graphic softwares do you have?
4. do you want to use exsisting DAO animations? Do you need new ones?
#12
Posté 12 septembre 2010 - 11:31
Skeleton is undecided. I do not know if I will go from scratch, or convert a creature I have already made.
I'm not interested in reusing anything in DAO I want to see if a full custom creature can be done
#13
Posté 13 septembre 2010 - 12:27
Because of i'm plannig to make horses, if you want we can cooperate, unless you want to make another creature.
#14
Posté 13 septembre 2010 - 02:52
#15
Posté 13 septembre 2010 - 02:57
#16
Posté 13 septembre 2010 - 03:43
#17
Posté 13 septembre 2010 - 10:26
#18
Posté 14 septembre 2010 - 12:31
How far have you gone into the horse thing? Because I've just started modeling one too.Nattfodd wrote...
Because of i'm plannig to make horses, if you want we can cooperate, unless you want to make another creature.
#19
Posté 14 septembre 2010 - 03:24
I need to make also some idle animations.
Modifié par Nattfodd, 17 septembre 2010 - 07:53 .
#20
Posté 17 septembre 2010 - 07:26
Modifié par alschemid, 17 septembre 2010 - 07:27 .
#21
Posté 17 septembre 2010 - 08:09
alschemid wrote...
Sorry for the spam... horse development goes here: http://social.bioware.com/group/2907/
are you trying to implement mounts or just horse models to place them within the area, like cows and other animals?
#22
Posté 17 septembre 2010 - 10:12
We would like to have mountable war horses, but for now we are working on getting the models in game with a nice set of animations to go with.-Semper- wrote...
alschemid wrote...
Sorry for the spam... horse development goes here: http://social.bioware.com/group/2907/
are you trying to implement mounts or just horse models to place them within the area, like cows and other animals?
Edit: Let me add some useful thoughts not only spams into this thread
ChewyGumball wrote...
I would think the most daunting part
of the process is the animations. Creating a new skeleton means all
existing animations are pretty much useless to you.
Yes, you are right, but we were making a few tests... and if you move/change a few bones of the skeleton to match the model better it means you will have to tweak all the animations as well, and this process is not an easy task considering that when you import it in max/gmax all the bones have keys in each frame, since most of the animations have 100 frames or more, it will be really time consuming.
When you build the skeleton from scratch you can add animation's helpers, ik, all the stuff to make the animation process easier... so I don't know what is most time consuming... but tweaking the animations from DA frame by frame appears much more boring than building them from scratch using a custom skeleton with helpers.
Well not entirely from scratch since you can import another skeleton with animation in it to use as a reference of bone positions and timing...
Modifié par alschemid, 19 septembre 2010 - 01:55 .
#23
Posté 04 novembre 2010 - 11:56





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