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cahik's models


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#241 Clement

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Posted 29 June 2007 - 03:54 PM

Thank you :p
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#242 zimoo

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Posted 29 June 2007 - 05:09 PM

Pretty sweet, although the "sword sharpening" one looks painful. Emo gondorians FTL :p
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#243 cahik_

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Posted 02 July 2007 - 09:01 PM

i just finish my first animating tutorial. it covers animating with use of IK pretty much. i hope that you will find it usefull :) if you notice any errors ( not grammer or something like that. i am kinda lazy to fix those :p ) list them under the arcticle and i will update it :)

tutorial over there :p

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#244 Lauri

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Posted 02 July 2007 - 10:13 PM

looking good :p

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#245 Clement

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Posted 02 July 2007 - 11:18 PM

Yopla! Good to see it!

Good job Cahik :p
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#246 cahik_

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Posted 20 July 2007 - 02:44 PM

i allways dream about that as anims in bfme so i deicide to animate it. two shots of different angles. it is still WIP a lot of things needs fixing ie. sword going through shield and such. but overally i think that it looks good so far.

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Edited by cahik_, 20 July 2007 - 02:45 PM.

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#247 Kwen

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Posted 20 July 2007 - 04:35 PM

how do you plan to incorperate this into bfme?

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#248 ched

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Posted 20 July 2007 - 04:55 PM


CurDrawableSetTransition("TRANS_Mounting")


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#249 Kwen

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Posted 20 July 2007 - 05:23 PM

ohh wow didn't think of that

so when you click mount, the horse will appear and he does this anim to get on? neato

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#250 Nertea

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Posted 20 July 2007 - 08:01 PM

Great work, looks really cool.

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#251 Sûlherokhh

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Posted 20 July 2007 - 08:10 PM

Great! This goes right where i would have wanted some more happenings to be. I'll be trying to make the mount run up from somewhere to be mounted. And run off when dismounted. An extra mounting anim is so cool! :sad:

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#252 cahik_

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Posted 21 July 2007 - 12:44 PM

i dont think that it is worth of the work for only eyecandy. actually i dont plan to use it at all. it was just personal creation. :grin:

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#253 Clement

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Posted 21 July 2007 - 01:00 PM

And which personal creation! :grin:

Edited by TheDeadPlayer, 21 July 2007 - 01:00 PM.

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#254 GothmogtheOrc

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Posted 21 July 2007 - 10:26 PM

;) wow.

How can you not use it? It's great! Even as it is with the "problems" (you can see how much they bother me :lol:) it's good.

If you really aren't planning to use it, would you perhaps donate it to mods (or put it up for download)? No sense in letting it go to waste :shiftee:

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#255 Rob38

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Posted 22 July 2007 - 05:45 AM

;) wow.

How can you not use it? It's great! Even as it is with the "problems" (you can see how much they bother me :p) it's good.

If you really aren't planning to use it, would you perhaps donate it to mods (or put it up for download)? No sense in letting it go to waste :lol:

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Totally agree :shiftee: Many mods would use this animation for at least their mounted heroes :p

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#256 cahik_

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Posted 22 July 2007 - 08:28 AM

the problem is that i am kinda unsure if this can be coded in properly. it would need animated model to be used for trans anims and i am not sure if this is possible at all. also for each hero you would need new model for mount and another for dismount. ;)

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#257 Bart

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Posted 22 July 2007 - 02:17 PM

why not just use the mounted model?
or is the skeleton of the rider simplified there?
with some modifications it could always be used as a GETUP for knocked back riders
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#258 cahik_

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Posted 22 July 2007 - 03:30 PM

no it is the same skl as for normal cavalry heroes but you need animated model cause if you use trans anims for dismount then you need animated model cause the normal state have just hero's skeleton not skl for horse :p

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#259 Kwen

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Posted 22 July 2007 - 04:45 PM

perhaps you could have it so when you click mount they dissapere, and then it reappers like normal right? but make it so the first animation played as the mounted model is the getting on animation.

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#260 Bart

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Posted 22 July 2007 - 07:51 PM

erm, i don't follow you at all. so, why can't you just use the mounted model (which has a horse and a rider) for the transition anims?
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