Aller au contenu

Photo

Teaser trailer for Dragon Age module in development...Crown of Creation


9 réponses à ce sujet

#1
Beerfish

Beerfish
  • Members
  • 23 825 messages
Teaser trailer for a Dragon Age module in development:

Crown of Creation

#2
BloodsongVengeance

BloodsongVengeance
  • Members
  • 590 messages
heyas;

amazing work, beerfish!

so i was wondering... how did you get the headless ghost guy holding his head in his hand? :)

#3
Beerfish

Beerfish
  • Members
  • 23 825 messages
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).

#4
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages
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.

#5
BloodsongVengeance

BloodsongVengeance
  • Members
  • 590 messages
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?

#6
Beerfish

Beerfish
  • Members
  • 23 825 messages
Oh, just the head........I forget. lol

I'll look tonight and jog my memory.

#7
hsli

hsli
  • Members
  • 15 messages
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
Beerfish

Beerfish
  • Members
  • 23 825 messages
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
Proleric

Proleric
  • Members
  • 2 343 messages
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".

#10
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages

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 :) The beauty of using offset,  is that you can literally key it as you wish relative to that node, making the object move realistically, which really gives you a lot of freedom.

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 .