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Supermodeling visual effects?


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4 réponses à ce sujet

#1
Cestus Dei

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 So.

Anyone know if visual*effects*  will accept supermodeling?

If so,an' yes I'll be tryin' it me own self when I be allowed ta use this old box, then me "possessed" effect will follow the anims firing off the base model. So when the lass cuts, the oni spirit cuts, etc.

If nay, then there's nae point in the effect save mebbe ta put a ghostly demon head about the base model's head.

Has anyone tried supermodeling VFX?

#2
henesua

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I hope someone has a positive answer for you, Cestus. I like where you are taking this.

#3
Rubies

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Don't tails work like this? Just a thought, I'll probably have to try it out.

#4
_six

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Rubies wrote...

Don't tails work like this? Just a thought, I'll probably have to try it out.

Tails have their origin attached to the pelvis. That means a vfx creature added as a tail would have to be entirely repivoted for the pelvis to be motionless and located at the aurorabase. Making it a larger size than the PC would require considerably more work however as just going pelvis-to-pelvis would make a larger vfx's feet fall thru the floor.

VFX are the way to go.

The real question however is not can VFX be given a supermodel (they can), but whether they use the same set of animations as creatures.

The best answer as always, IMO, is try it :wizard:

#5
Cestus Dei

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An' the answer ta thet is no.

What I done is create an a_oni supermodel with all the animations I've done. Then a geometry only vfx_dur_oni.mdl. Result, static oni visual effect.

Next I gave all them animations to the vfx_dur_oni.mdl. Static oni visual effect. No anims on the effect at *all* at all.

Ok, I added in the vfx_dur_oni model to the tails. Knew there'd be alignment issues, but wanted ta see if the anims fired. Nope.
Image IPB

The anims on the oni mdl are mapped from the a_fa supermodel, same supermodel as the base model uses. Means the position and length of the anims match. So, now, why does the tail not wag?