Teaser trailer for a Dragon Age module in development:
Crown of Creation
Teaser trailer for Dragon Age module in development...Crown of Creation
Débuté par
Beerfish
, mars 08 2011 04:23
#1
Posté 08 mars 2011 - 04:23
#2
Posté 12 mars 2011 - 03:02
heyas;
amazing work, beerfish!
so i was wondering... how did you get the headless ghost guy holding his head in his hand?
amazing work, beerfish!
so i was wondering... how did you get the headless ghost guy holding his head in his hand?
#3
Posté 12 mars 2011 - 04:50
I had two actors one named headless and one named head. I found an animation where the arms were out from the body a bit and the rest was just 'dual keyframing', as in when I moved the body I would calculate the difference in it's starting and ending keyframes and then I applied those exact changes to the position of the head.
You can then keep things in sync. There might be a way to accomplish this by linking the head to a body part (hands) but if I recall the times I've tried that it gave me poor control over the 2nd item (the head).
You can then keep things in sync. There might be a way to accomplish this by linking the head to a body part (hands) but if I recall the times I've tried that it gave me poor control over the 2nd item (the head).
#4
Posté 16 mars 2011 - 02:10
Looks awesome, Beerfish!
Yeah, I found that linking objects to particular nodes can be a tremendous mess. There are a couple of scenes in DA2 where I tried doing that and I ended up wasting more time than I saved by trying to get everything to play nicely together.
Yeah, I found that linking objects to particular nodes can be a tremendous mess. There are a couple of scenes in DA2 where I tried doing that and I ended up wasting more time than I saved by trying to get everything to play nicely together.
#5
Posté 17 mars 2011 - 05:40
heyas;
once you tell something to link to a node, it seems to shoot off to somewhere else on the level, and you have to drag it back.
but... how did you have just a head? the headless i can figure out, with the decapitation morph, right? but a head by itself?
once you tell something to link to a node, it seems to shoot off to somewhere else on the level, and you have to drag it back.
but... how did you have just a head? the headless i can figure out, with the decapitation morph, right? but a head by itself?
#6
Posté 17 mars 2011 - 06:12
Oh, just the head........I forget. lol
I'll look tonight and jog my memory.
I'll look tonight and jog my memory.
#7
Posté 18 mars 2011 - 08:35
For the head, I would equip the character with an armor that is only listed in GDA but no actual model files if I were you.
#8
Posté 18 mars 2011 - 02:04
The head was created by the lead developer of Crown of Creation, 'Proleric'. He cleverly created a new creature (Qunari) and gave it the head morph he wanted. Apparently the Qunari body type does not appear. What Hsli stated above sounds like it would work as well.
#9
Posté 18 mars 2011 - 03:45
That's quite right, but the Qunari trick only works for females, because there is no female Qunari body model.
A more robust approach for all genders is to make a new appearance in APR_base that references an invalid model. A creature with that appearance is invisible, but you can still give it a head morph.
Such creatures can also be used in conversation to make "talking heads".
A more robust approach for all genders is to make a new appearance in APR_base that references an invalid model. A creature with that appearance is invisible, but you can still give it a head morph.
Such creatures can also be used in conversation to make "talking heads".
#10
Posté 22 mars 2011 - 10:38
JohnEpler wrote...
Yeah, I
found that linking objects to particular nodes can be a tremendous
mess. There are a couple of scenes in DA2 where I tried doing that and I
ended up wasting more time than I saved by trying to get everything to
play nicely together.
BloodsongVengeance wrote...
once you tell something to link to a node, it seems to shoot off to somewhere else on the level, and you have to drag it back.
When linking an object to a node on an actor while using offset, the object you're linking will in many cases shoot off into space, but once you've dragged it back, and key it, (several continuous keys) it will move according to the animated nodes movements/key relativity, and it's totally worth the drag
Of course not all situations apply possibly causing a mess, but for the most part, I personally love using that technique for hand holds and camera linking fun.
Modifié par DahliaLynn, 22 mars 2011 - 10:40 .





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