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New Ogre Animations


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#1
Pstemarie

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Just a little something I'm working on - ogres that use the full character animation suite. Eventually, any creature that is linked to c_ogre as its animation super will be able to use the new animation suite...

This particular model still has the DLA animations attached to it that overrides corresponding animations in the new supermodels. So he'll fight just like the DLA ogre we all love, but also is capable of executing ALL the additional animations found in Project Q. Image IPB 

Image IPB

Modifié par Pstemarie, 06 juillet 2012 - 02:37 .


#2
henesua

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All the animations.... wow... that is going to be a great deal of fun.

But I am particularly happy that ogres will be able to wield lanterns, torches and candles. Some of those Maug weapons might be fun too.

#3
_six

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Now, show me ogres running the romantic animation suite.

#4
Master Jax

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Additional animations in Q?... Huh... didn't know about those... 0_o

#5
Rolo Kipp

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<startled at how close...>

@ PstM: Just. Freaking. Wow.
The concept itself was good, but the manic *speed* you did it with! J.F.W.

_six wrote...
Now, show me ogres running the romantic animation suite.

Interesting... And Pauls idea about riding horses... Hmmm... <boss! ewww! stop now or ... *raven scowl*>
Stopping. Put the snail down and back away from my brandy.

<...to disaster idle thoughts can take you>

#6
Pstemarie

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Yeah the ogres can use any animation linked through the a_ba series - which is what I duplicated for the new ogre animations.

#7
Rolo Kipp

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<making hay...>

Have to be one big, *mean* horse...;-)
Hmmm, new breed? Ogre-steed? Hey Draygoth! Ya busy?

<...while the stars shine>

#8
Pstemarie

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Hmmmmm, what would an ogre ride?

#9
AzurDraak

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Mastodon?

#10
Daijin

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AzurDraak wrote...

Mastodon?




:o  THUMBS UP!!

#11
Pstemarie

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AzurDraak wrote...

Mastodon?


Ooooooo

#12
Pstemarie

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Heh - I've created a nightmare...an ogre that can now execute a whirlwind attack Image IPB

Modifié par Pstemarie, 06 juillet 2012 - 08:20 .


#13
Daijin

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Pstemarie wrote...

Heh - I've created a nightmare...an ogre that can now execute a whirlwind attack Image IPB


Yay!  More to make the Dreamers of the Dunjon not take Ogres for granted >.>

#14
Pstemarie

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He can pray too, and sleep, and chastise characters, and well...anything else those pesky players can do. Hey Six if you're reading this, I got a model request...

I've always wanted a female ogre model wearing an apron and dress and wielding a rather large rolling pin.

The idea originated years ago when I used to DM pnp D&D. The PCs were mauled rather badly by Hildagaard the Ogress Cook, who killed three out of the five before going down her self.

I picture something rather gaudy (and dirty) looking with bright-red lipstick and long purple hair...

Modifié par Pstemarie, 06 juillet 2012 - 09:28 .


#15
henesua

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I second that model request. But want the rolling pin weapon as a club variant not built in to the model.

#16
henesua

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I just noticed this thread

It appears that a team of shadows has been working on ogres too. And hill giants?

#17
Rolo Kipp

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<thinking of...>

AzurDraak wrote...
Mastodon?

+1 :-)

Or a gorgon, perhaps, if his name in Mongo?

<...flaming saddles>

#18
Pstemarie

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Hadn't seen the other thread. Oh well...I'll continue forging ahead with mine and see where it takes me Image IPB

Modifié par Pstemarie, 07 juillet 2012 - 03:40 .


#19
Pstemarie

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New animation suite is up for testing for Project Q's Testing Team. Most likely the anims will be in Q v1.5.

#20
Master Jax

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Oh? A little teasing on what these may be?..

#21
Pstemarie

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I've done a lot of fine tuning this morning to the ogre animations. This is what I've come up with so far:

  • All Project Q and Monster Mash ogres use c_ogre35 as the animation supermodel. This model is in turn linked to the new a_ogre animation tree, consisting of the following supermodels: a_ogre, a_ogre_non_cmbt, a_ogre_med_wep, a_ogre_custom, and a_ogre_casts).
  • I have added four additional run animations and 4 additional walk animations to c_ogre35. This takes care of what I affectionately referred to as the "Gump run/walk". 
  • Ogres can now use ALL the animations normally useable by player characters and other Type F models (bugbears, goblins, orcs, etc.).
  • Ogres can now equip weapons in the left hand. This also includes equipping torches AND the torch's vfx and illumination works).
  • The only known issue is that an ogre equipped with a torch will not hold it aloft when running or walking. I have not been able to isolate the issue YET. I think it has something to do with the "walk_swordL" and "run_swordL" animations and the way they tie in with the "torchL" animation.

If anyone could offer some insight into the issue noted in bullet #5, feel free to reply...

Image IPB

Modifié par Pstemarie, 08 juillet 2012 - 05:46 .