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Armor for Dogleg Skeleton


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#1
Happycrow

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Hi everybody.

Anybody know of anyone making helm, gloves, or boots for any of the creatures using the dogleg skeleton?  Any of them would do: I'm striking out.

If anybody's familiar with an example, pls let me know.  Thanks. 

#2
Dann-J

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I wonder if the Thayan gnoll appearance in MotB has a helm? I seem to recall them wearing something vaguely helm-like, but it might have been part of the alternate head rather than a separate helm.

I'm not aware of any glove or boot variations though. They'd have to be chunky enough to hide the normal hands and feet underneath them, since those body parts aren't separate elements in the dogleg models.

#3
Happycrow

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Thanks!!

Thayan Knoll Head2 (toolset number) has a small spiked helm baked into the cake.

Not quite understanding what you mean by the "normal hands and feet under them" part. Are you saying they've got regular hands hidden inside the skeleton? If so, then in THEORY I might be able to get away with some creative futzing, if I can wrap my head around what naming convention would work for adding the models to the creature skeletons.

Modifié par Happycrow, 04 juillet 2013 - 04:00 .


#4
Hellfire_RWS

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I made helms for lizard men, they use dog leg skel.. i think

#5
Happycrow

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They do, and that's what these are for: are they released?

#6
Hellfire_RWS

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Should be in my creature pack.. also in pains monster pack

#7
Happycrow

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Okay, thanks!

#8
Dann-J

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Happycrow wrote...

Not quite understanding what you mean by the "normal hands and feet under them" part.


Playable races have hand and feet models that are separate from the body, which allows you to change the appearance of gloves and boots. Most creature models have the hands and feet attached to the body model, so any attempt to superimpose alternate hand or foot models on them wouldn't replace the existing hands and feet.

Additional hand or foot models would have to be larger than the standard hands and feet, which would hide inside the new ones. Although you could always clone their body model and use the alpha channel of the texture to make the hands and feet invisible (which is how I created vampire chainmail for human males).

#9
Happycrow

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Oh, neat trick!

#10
Happycrow

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So, to recap:

1. Once I set the C_ (whatever) to playable, it's going to assume hand and foot models, or at least look for them? That's a pretty critical detail -- if a C_skeleton means that gloves/boots will be "enabled but not displayed" (like for belts), then what I *was* doing was a no-go.
2. Your neat trick with the vampire armor - were the vamps sharing the same skeleton, so it was merely a case of clone-and-retexture, or did you have to re-rig the whole model to the p_hhm skeleton, too?

#11
Dann-J

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Vampires use the human skeletons, so it was a simple clone-and-retexture job.

There are a few creatures that use the human skeletons (actual skeletons, liches, githyanki, etc). I makes animating them in conversations a lot easier, since they have access to the full range of player animations. The 'dance of death' near the end of Shaar Moan wouldn't have been possible otherwise.

#12
Happycrow

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:) That WAS hilarious; my animating skills aren't good enough to pull that off -- combat animations, sure... line-dancing zombies doing Thriller, not so much.

#13
Happycrow

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 Or, maybe not.  Just had a thought, "hey, I've got some time on my hands, let's make some more combat anims," and I have expotron and can import .gr2, but cannot EXPORT .gr2 format or some reason.  ::scratches head::

Weird, that.  I guess Son of Jaxx shall remain unconquered for awesomeness.  :)