Ok folks the moment is here. It's alive. (ignore my lazy bone movement on the shoulder quirk , they work properly).
Technical talk time is over.. it's time for us to discuss stances, walking styles, etc.
(click to view video)
Ok folks the moment is here. It's alive. (ignore my lazy bone movement on the shoulder quirk , they work properly).
Technical talk time is over.. it's time for us to discuss stances, walking styles, etc.
(click to view video)
So to start us off... how should he walk?
In infinity he just shuffled his feet with his hands at his sides.
A real fat person swings their arms quite hard to move their fat and might even side waddle.
Discuss.
So to start us off... how should he walk?
In infinity he just shuffled his feet with his hands at his sides.
A real fat person swings their arms quite hard to move their fat and might even side waddle.
His body proportions remind me of the Loony Tunes bulldog. ![]()

That is looking very good EE. I would add a waddle to the walk and maybe make the animations a tad slower than normal to try and convey weight??
For playable races, a facial hair model is combined with the head model so that the toggle during character creation can turn it on or off. I used SnipMDB to combine the beards from male dwarves with the female dwarf heads.
For a non-playable model your might have more options, such as doing it via a helm variant. That'd stop you wearing both a helmet and a beard at the same time, but the upside would be more facial hair variants (merging it with the head model only gives you one facial hair type). You could always create combined beard/helm models though.
Yes, hair are a separate mesh that goes in addition to the head, which itself is an addition to the body. It just needs to be named as per the main body. In this case:
c_fatty_cl_body01 will have a choice of heads named c_fatty_head?? and hair c_fatty_hair??
Hair meshes use the head bone only (some also use ponytail1, 2 and 3).
Im going to try and put this in game tonight with a walk animation. If that goes well I am going to properly colour and head texture. But I think I will do the 2d method of normal mapping the head... I want to see the normal map generate from the ear graphics I will blend in and so on.
So two questions:
Can someone tell me how the skin colour works? Should I paint that all blue in the tint map to make it work under the "skin" colour? head, neck, arms, lower leg? Then red and green for the two clothes?
Also is it possible to make good facial details in a 2d program only or am I over estimating that ability? Just looking to do a few wrinkles or even blend in parts of a real face photo if you know a good tutorial gimp hopefully, let me know.
And if I do fake facial hair where do eye brows come in? Part of the face hair Helm?
No, helms are rigid and only use the head bone.
Facial bones are all in the head mesh.
Should I paint that all blue in the tint map to make it work under the "skin" colour? head, neck, arms, lower leg? Then red and green for the two clothes?
Actually, it's red for the skin and blue and green for the clothes.
Thank you.
I haven't had much time on this but I able to at least start the idle animation today. I have moved him into a relaxed standing pose, complete with fatty-slouched shoulders, and I have him breathing easily as per the video.
It is becoming clear to me that after your basic weighting (which I could have spent less time on) you can continue to weight as you do animations, as it is all retroactive. And indeed you should, because it is only through the different stances and movements you require, that you see the extent to which there might be weighting issues.
This pose is ok but not quite natural enough. I have to make his shoulders roll forward a little more than I already have. His hands should be closer to point where the "backhand" and knuckles are facing forward. If anyone spots anything else do say, but that was the main thing I have noticed.
Once I have this base position nice and clean I can easily go crazy with this idle animation because no matter where I pose him or turn him, he will return to this base. So the base must be good.
There it is... everything working together for Fatty to exist in NWN2. Pretty basic right now, hence the Alpha tag. While I am quite happy with his idle which you can observe more distinctly 5 seconds in, I just gave him a basic robo walk to see how it looks and works in game. You have to animate his walk as if he is stationary which I thought would look completely wrong in game, but it actually works out once the engine adds actual forward movement as the step animation plays.
Time is still limited so I probably won't perfect the walk or work on it again until the next weekend.
Some may recall discussion about the idle animations and how I was planning to do one long animation with multiple variations for "fidgets" and weight shifting, etc. I will have to look into the default scripts and see how they call the animations. If it works the way I think it does, I may just do the animations all separate and let the script randomize them after all. I noted the default scripts are needed to make him walk way points, so chances are they will be in use to control the animations as well.
Right now Fatty could certainly be used in peoples campaigns in progress although his head texture leaves much to be desired and has in no way been completed.
This is where I both step back and do some research of my own, and encourage anyone to come forward with any good tutorials they know to get a good face texture. I prefer to actually generate one with techniques rather than wrap a real life picture onto it, but I haven't found any tutorials of the former. But using the latter, a lot of the faces available don't make much sense on a huge fat head.
So let me know if you have anything... the head texture is the last thing holding it back from completion.
Well done on getting as far as you have. Good luck with the last push.
Made me smile watching it.
PJ
Hey haven't been and won't be around for december to give this a good try on the texture.
I have made it available for download as an alpha version (see end of my signature).
His walk is quite a bit better but he's still a little stiff in the waist (needs a little salsa I think).
The textures are considered non-functional until I have time to work on them. But I just wanted to have this out so people can try it and let me know if it works in game for you or not. You can even use it as a placeholder in campaigns in progress and download the updates later when I finish. Please let me know if this does not work, or if it has worked for you. Thanks.
He has an idle, and a walk, so just give him standard hearbeat scripts and waypoints if you want to see him walk.
Hi E.E.
Have downloaded and will try at some point.
Cheers,
Lance.
Well I have decided the skeleton weighting is satisfactory, and improved him to what I consider a great fatty walk. Slow and and hefty, but with high arm swings and a fuller leg movement to show him really shimmying his fat for momentum to walk.
I won't bother with a video until I have done this project entirely now as we get the gist.
So:
Skeleton 100%
Walking fatty animation 100%
Idle fatty animation 100%
Now it is time to put that face texture on properly. After that I will update the vault project, so that i has the new textures and the completed base animations both available at once. At that stage it will be very much a complete fatty. I will probably make at least one alternate head and some hair options, but further than that I won't do anything until I receive specific requests to do so. Otherwise I will never know when to stop.
He will be tintable of course, and don't let me forget to do the mid and low poly versions, as well as make everything into DDS format.
Hi E.E.
I am waiting until I have some more time and have better attention to give this, but I will get to it at some point.
Hope you had a Happy New Year!
Cheers,
Lance.
Long time no speak folks.
For some reason after making some changes (mainly, using DDS files) I am having severe trouble with the head mesh tinting. No matter if I use red green or yellow for the face skin, it seems to get on partially tinted in game, as if I had used the colour white in the tint map for example.
The body tints fine: green and blue for two armor colours, and red makes the leg skin and arm/neck skin change colour completely, as desired. But again the face doesn't take solidly.
What do I do?? and is there a way to make the eyes stay white, with the pupils changing colour as per the eye colour slot? Same question for the eyebrows.