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[Request] Amulet/Pendant Prop Models


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#1
jackkel dragon

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In the machinima mini-series I'm animating, Sins of the Father, I need some amulet/pendant models for two scenes.

The first scene calls for simple folk charms made of wood, possibly in the shape of fake wards, dragons, or a mabari hound. I only need one (I'm fine with using a generic prop and repeating it for this scene), but I'd welcome more variants.

The second scene requires an iron pendant in the shape of a mabari hound. This can be the same base model as the wooden version if it would save time, but I'd like the texture to make it appear to be more metallic.

PM me or post here if you're interested!

#2
DarthParametric

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You need to supply some more specific details.

What sizes do these things need to be? Either exact dimensions or something comparative.

How detailed do they need to be? If they are going to be in a super close-up, you'll obviously want a reasonably high poly model, but if they will only be seen from a distance then that's not the case.

Prop implies a lightmappable static model. Is that actually what you want, or do you want something a character is going to interact with and/or wear?

#3
jackkel dragon

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Right, I forgot about those. Thanks for reminding me.

Size: The amulets should be around the size of a character's hand (not sure of the exact dimensions) or a little smaller. The second one needs to be held by a character but still be easily visible.

Detail: The first ones aren't going to be focused on very much, so they don't need to be too detailed. They can be about the same level of detail as other table-decoration models (cards, mugs, etc.), since they're mostly to clutter up a table in the same way. The second model might need some more detail, since it'll be in a close-up shot, but doesn't need to be too much more complex.

As for the type of model, I must confess I've forgotten about the different types and what they're used for. I've been dragging prop models and weapons from the palette (models and items respectively) to be used in the scenes I've been making. I don't really need to bake these amulets into the area layout, so whichever type of model can appear on the model palette and be moved around in a cutscene is what I want.

#4
DarthParametric

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You can use any model you want in that instance. The reason I asked was to determine if you needed a second UV set for lightmapping, which you don't.

Is this the sort of thing you are after?

Posted Image

The problem with DA is the lack of physics for this sort of thing, so if you wanted a character holding it you'd need to make a model with the chain positioned naturally for the shot, either draped over the hand or bunched up if it were being held up by the chain itself. Similarly if it were to be lying on a table (or other surface), you'd also want to add some natural deformation. You could generate the position using rigid body dynamics or IK, then export out a static model.

#5
jackkel dragon

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"Rigid body dynamics" and such sort of go over my head, sorry. Is that a thing that's done in the toolset or a 3D modelling program?

As for the image you linked, that looks very nice. For that wooden model, it only appears on a table so I suppose the chain would probably have to reflect that...

The other variation, the metal amulet, is in two different situations. The first time it appears it drops to the ground, so the chain would be a bit deformed to reflect that it fell. The second time it's being held against a book, so the chain would likely be bunched up underneath it or something to that effect.

#6
DarthParametric

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I was referring to doing it in a 3D modelling app. As I said, there's no provision to do it inside the game itself.

Rigid body dynamics is just a physics simulation for inflexible (i.e. rigid) objects. Things like cogs/gears turning, a pile of boxes collapsing, pool balls rolling around a billiards table, or chain links interacting in this case. It's a simulation of modelled objects behaving as they would in the real world. So in the case of the chain lying on a table for instance, you'd just set up a collision surface, then drop the chain on it. The program would simulate it just like if you dropped a real chain onto a hard surface. It's a way of getting a deformation without hand-modelling it.

IK is short for inverse kinematics. It refers to the animation technique of driving mesh movement/deformation using a series of linked bones that pivot at joints or nodes (if you grab a person by the hand and pull, their entire arm moves - wrist, elbow, shoulder - that's IK at work). It's primarily used in character animation, but you can also use it for rigid objects. In this instance it would allow you to hand position a chain by setting up each link as a node. This would be best for a dangling chain hanging over the edge of a surface, or for a chain that is being suspended (held in a character's hand).

Chains lying on a surface like a table or floor are easy enough. You might want to sketch what you want for the book though, as that is a bit unclear. Got any storyboards?

Modifié par DarthParametric, 20 septembre 2012 - 05:59 .


#7
jackkel dragon

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Sorry for the late reply, I forgot to check this earlier.

I don't have any storyboards really (I should do that right after outlining if I ever do this kind of project again, sounds like). However, I have done an animation draft of the scene in question, so I could give you a screenshot of the scene. I'll try to get that done sometime tomorrow, since it's getting late for me.

#8
jackkel dragon

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As you'll probably notice in the sceenshot I'm linking below, I've had to make a few compromises in how I created this particular scene. I've made a crude drawing of where I planned to put the amulet with Paint, but I'm starting to wonder if it might be better to put it in the opposite hand of the character instead. My problem is that I want the camera to focus on the amulet before snapping to black (not sure on the actual term for that), so it has to be easily visible...

Posted Image

#9
DarthParametric

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So it's supposed to be hanging out of the spine of the book like a book mark? That's probably going to look a bit odd with it static, as in reality it would be flopping around all over the place being held like that.

#10
jackkel dragon

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Yeah, I'm starting to have reservations about that idea. My original plan was to have it held against the book, but the animation I'm using makes it hard to make that look right. It might be a better idea to put in in the character's left hand, but I'm not sure how to do that in a way that looks natural and makes the amulet plainly visible.