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Re: [IDEA] Using 3D models to create animations sprites[message #281630] Tue, 31 May 2011 11:27 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
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Really great work Taro, these are excellent results, keep up the good work!! Let me know if you need anything.

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Sergeant Major

Re: [IDEA] Using 3D models to create animations sprites[message #281636] Tue, 31 May 2011 13:23 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Looks AWESOME!

I have some notes though:

1) I would reconsider to make boots, belt, gloves and that stuff brown (very dark brown if you wish). You may have problems with displaying pure black in the game.

2) If you will need someone who knows how JA animation->code system works, lemme know.

3) 40 frames may be too much. You should check the STIs and count how many frames are used for open doors. If I remember correctly, there is a limit of 100 frames (per angle) for animations, but I am not entirely sure at this moment. I am also unsure if you can adjust the delay between frames.

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Master Sergeant

Re: [IDEA] Using 3D models to create animations sprites[message #281645] Tue, 31 May 2011 14:11 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
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Woah, thats indeed a nice result mate. Smile
Thx for sticking through with this, i am very anxious to see what comes out of it.

regards

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281656] Tue, 31 May 2011 16:12 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Quote:
Would be cool if they were created in MakeHuman so that we can have beefier/skinnier/taller/shorter/whatever versions with little modification needed.


That is not as good idea as you might think. Take a look at that female model and see how little actual body shows compared to clothes and gear: only arms, head was generated in Facegen. Making different builds wont THAT hard, you can give impression of bigger character by zooming camera and editing mesh a bit to make it more muscular.

Quote:
Really great work Taro, these are excellent results, keep up the good work!! Let me know if you need anything.


As I said, I would need original open door animations for all angles. Could you guys send them to me? To be honest I dont want to spend whole day figuring out how to deal with those, while I should be setting up cameras and getting animations right.

Quote:
1) I would reconsider to make boots, belt, gloves and that stuff brown (very dark brown if you wish). You may have problems with displaying pure black in the game.


From what I can see, on that wiki page, nearly black textures are fine, look at the gun. If they cause troubles I can easily recolor those parts.


Quote:
2) If you will need someone who knows how JA animation->code system works, lemme know.


Yes very much so, if we figure out how to quickly and efficiently make new JA2 animations then we may be in for some small revolution here Wink.

Quote:
3) 40 frames may be too much. You should check the STIs and count how many frames are used for open doors. If I remember correctly, there is a limit of 100 frames (per angle) for animations, but I am not entirely sure at this moment. I am also unsure if you can adjust the delay between frames.


Im aware of that, but the beauty here lies in fact that blender renders EVRY frame, so you get 40 separate images like those two I showed. This means you can freely select with ones you will use to create animation sprites.



EDIT: HUZZAH! I found a nice little setting that makes gun posing MUCH easier, now it can be set to keep its own rotation so if you set it straight it can be moved, but keep the angles. I also found that you can make hitboxes in blender, I need to learn more, but this also could make animating easier.

Here is my testing pose.

http://img833.imageshack.us/img833/4208/femalemercrender3.png

[Updated on: Tue, 31 May 2011 18:11] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281718] Wed, 01 June 2011 00:47 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok I did some reading on wikipedia about isometric view and then I looked for some blender info on that subject and i think I got the camera and lights good, all I had to do is some rotating and setting camera to orthographic mode. I decided to render all 4 angles and upload it so you guys can have a go at this. All 4 angles have 40 seperate images each so they can edited easily with photoshop.


Sendspace link - File - 8Mb

Here are first frames for preview:

http://img841.imageshack.us/img841/7131/0001d.png
http://img840.imageshack.us/img840/5973/0001ol.png
http://img64.imageshack.us/img64/238/0001w.png
http://img155.imageshack.us/img155/4081/0001rv.png

[Updated on: Wed, 01 June 2011 00:48] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281726] Wed, 01 June 2011 02:09 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Taro
Quote:
1) I would reconsider to make boots, belt, gloves and that stuff brown (very dark brown if you wish). You may have problems with displaying pure black in the game.


From what I can see, on that wiki page, nearly black textures are fine, look at the gun. If they cause troubles I can easily recolor those parts.

Ok, but recoloring might be problematic if we find a problem after you made some load of animations. I must say I liked the brown used in the vanilla more.

Taro
Quote:
2) If you will need someone who knows how JA animation->code system works, lemme know.


Yes very much so, if we figure out how to quickly and efficiently make new JA2 animations then we may be in for some small revolution here Wink.

I already figured that some time ago actually. That's also why I am especially interested in this. I have coded some features which I.. well.. just need new animations for to be created. Smile

Taro
Quote:
3) 40 frames may be too much. You should check the STIs and count how many frames are used for open doors. If I remember correctly, there is a limit of 100 frames (per angle) for animations, but I am not entirely sure at this moment. I am also unsure if you can adjust the delay between frames.


Im aware of that, but the beauty here lies in fact that blender renders EVRY frame, so you get 40 separate images like those two I showed. This means you can freely select with ones you will use to create animation sprites.

Yes, I know. Just mentioning that you will probably need to select the frames to use after.

Btw here is the Dragon Unpacker. After installation, just open "anims.slf" located in "data" folder, then extract all you need.
Dragon Unpacker
If you need only the open door anim for female at this moment, here it is:
Open Door Female

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Master Sergeant

Re: [IDEA] Using 3D models to create animations sprites[message #281728] Wed, 01 June 2011 02:40 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Quote:
Ok, but recoloring might be problematic if we find a problem after you made some load of animations. I must say I liked the brown used in the vanilla more.


Thats why we need to test it out carefully using simple animation. Once we confirm that everything is fine then we can start making replacement for all old animations. So everyone is welcome to use that sample I provided.


Quote:
I already figured that some time ago actually. That's also why I am especially interested in this. I have coded some features which I.. well.. just need new animations for to be created.


Unfortunatly if we do manage to get those new animations working first thing would be replacement of ALL old animations. However Im not saying this cant be done. Once we iron out the kinks I will release .blend file with instructions how to animate those models, its not that hard thanks to skeleton I set up.


Quote:
Yes, I know. Just mentioning that you will probably need to select the frames to use after.


This isnt problem at all, they are all numbered and stamped with name and frame number. Current stamp is barely visible as I forgot to change color settings, can be easily corrected. Its better to have more frames then you need then less. After all you can always select with ones to use, however if you are missing some then you have very little options.

[Updated on: Wed, 01 June 2011 02:41] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281734] Wed, 01 June 2011 05:46 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Well I didnt touch JA2 animations as I decided to put more touches on the model. I realized that we will need a muzzle flash for weapons if are to create replacement for old animations. So I decided to cover this now instead of waiting for later. I found tutorials for that and I must say that final results are pretty awesome. Still does that flash looks like it should?

http://img5.imageshack.us/img5/2427/muzzleflash.png

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281752] Wed, 01 June 2011 10:39 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok here is another render sample, this time I used colors that should work in JA2. I did some testing and black stuff can stay, STI edit dosent show any troubles with that. This sample is just one angle, can someone check out how does it work in JA2 iteslf?

http://www.sendspace.com/file/0nh6yg

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281763] Wed, 01 June 2011 13:03 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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I checked the renders.
There will have be a big problem when rescaling the pictures I guess. Could you make the renders with no background color?
Since you are using .png format, it shouldn't be a problem. When you keep any background, it mixes with the figure colors when scaling down.
(There may be some way not to mix them which I am not aware of though.)

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Master Sergeant

Re: [IDEA] Using 3D models to create animations sprites[message #281769] Wed, 01 June 2011 13:48 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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Taro
I did some testing and black stuff can stay, STI edit dosent show any troubles with that.

That's not what I am worried about. The thing is, that the game engine on some instances decides to use pure black as a placeholder for full transparency, so those pixels are not drawn in the game. I encountered this problem when I made a new face and used pure black as background. An instance where this is important, is the snow effect, which the game puts over the face of the mercenaries, when you call them on the AIM page. The game draws the snow effect, shows it and draws the face picture over it. But when the background is pure black, the game will not draw it over the snow effect, leaving artefacts on the screen. The face looks still fine in STI Edit and setting the colour key doesn't help.

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Sergeant 1st Class
Re: [IDEA] Using 3D models to create animations sprites[message #281777] Wed, 01 June 2011 14:29 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Seconded. Making it (dark) brown would be safer from the start.

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Master Sergeant

Re: [IDEA] Using 3D models to create animations sprites[message #281798] Wed, 01 June 2011 17:51 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok Ill get righ on that.

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281811] Wed, 01 June 2011 18:34 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok here is another try, I recolored black stuff to brown and i changed background color to pure white.

A little tip for editing, if you are using photoshop then when you open image double click on background layer to turn it into normal one. Then use rectangle selection to select model, then invert selection (CTRL+SHIFT+I)and remove unneeded stuff. after that use magic wand tool to select remaining white background around the model and delete it. This way you will have only model to work with without any extra colors.


http://www.sendspace.com/file/1gwypg

[Updated on: Wed, 01 June 2011 18:34] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281824] Wed, 01 June 2011 19:08 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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I had alook at your files. Nice work so far. I don't understand your tip though. The files are rgb png files so there is no background layer, (you get one point for not using jpeg though Wink) However, there seems to be some anti-aliasing or something like that, because right at the edges there are some pixels with slightly different colours. This makes it hard to single out the actual model. When the model is scaled down, the scaleing algorithm already soften the edges, which means that those background colour remnants might make it into the resized picture. I am trying right now to build the door opening animation anyway. I'll let you know if it works.

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Sergeant 1st Class
Re: [IDEA] Using 3D models to create animations sprites[message #281825] Wed, 01 June 2011 19:12 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Oh yes, I did leave AA on, I will uncheck that and upload one picture so you can check it out.

BTW: In photoshop all normal files like BMP or PNG, have only one layer that is called background. It has to be converted into normal layer to make it easier to work with. At least thats how it works for me.


EDIT: Here it is:

http://img600.imageshack.us/img600/2959/femalenoaa.png

[Updated on: Wed, 01 June 2011 19:16] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #281831] Wed, 01 June 2011 19:56 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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The animation works, although I ran in some trouble. For some reason the hair colour doesn't seem to get properly translated. I had Scope open a door and her hair changed to an orange redish colour. However, I think I can fix this. I'm now trying to write a little tool that will help me with the scaling process.

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Re: [IDEA] Using 3D models to create animations sprites[message #281833] Wed, 01 June 2011 20:01 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Could you post results? Im actually interested how does it look.

Also I think I know what causes troubles with hair, for some reason mesh I used is rather wonky, I may need to remake that one. Also shadows may cause change of color, that in turn stops hair color from fitting the palette, I may need to add another lamp to light hair.

[Updated on: Wed, 01 June 2011 20:04] by Moderator

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Re: [IDEA] Using 3D models to create animations sprites[message #282060] Fri, 03 June 2011 00:48 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok, Right now I cannot work on new stuff so I will leave this to you guys to find all the kinks to be ironed out, so once Im back to modeling in 2 day I can swoop down and fix them all in one go.

BTW: I was just thinking, it would be cool if we, somehow, managed to create and "overlay" for tactical screen that would display graphics using 3D engine. It could be something that you put "on top" of JA 2. So it will only display graphics while all the interface remains in JA2. This way we could have nice graphics (still in isometric view) without changing anything in JA2. The trick is how we would tell our "graphic overlay" what is happening in JA2? Maps could interpreted rather easily, yet still stuff like explosions could change them. Bigger issue would be all that dynamic content. I dont know if JA2 has some internal log where it saves ALL of the stuff that is happening (merc1 move grid 0611 or something like that).

Just a concept I thought up, just wanted to share with it.

[Updated on: Fri, 03 June 2011 05:26] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #282418] Mon, 06 June 2011 02:05 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok here is another version, I made new thing that pretends to be hair, now colors shouldnt change. I also zoomed out camera, so model is pretty much the right scale for JA2, but we have to check this. I also disabled AA and rendered all 8 directions.

http://www.sendspace.com/file/voy8ar

Now can someone get this into game and show us results?

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #282430] Mon, 06 June 2011 07:42 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
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Sample Preview:
(as per ur latest upload. 'test JA2 F_open ani v3.7z')
http://i55.tinypic.com/2ymj788.gifhttp://i56.tinypic.com/sltwu8.gif

Observation:
- It does not have shadow
- Boots colour are off-black (Not pure black. RGB 7,0,0)
- It's gonna b a lot of effort for the offsets on the 80-layer animation
- looks very promising Smile

N of cos the attachment for further experimentation.
http://www.mediafire.com/download.php?hmtxiayrm3j0p9k

All manual individual layer manipulation. Juz trying to give a small project push forward Wink

P.S I'm no photoshop junkie, I can do no work for integration to Ja2. I'm a primitive - classified by STOMP.

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Re: [IDEA] Using 3D models to create animations sprites[message #282433] Mon, 06 June 2011 08:11 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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I decided to leave out shadows for now, first is that I cant get it working properly, I need to get angle better. Second thing is that I would need to put something under the model, and this means it will get light from lamps and it will have different shades with may make cropping a bit harder. Also I dont know how to make "solid" shadows, but Im still learning blender.

Boots were supposed to be brown, I guess shadows made them black, but we discussed before that they shouldnt be pure black as it may cause problems.

From what I know to import animation to jagged alliance you need separate files that are imported into STI edit as frames.

Right now we are trying to get things straight, so there is lots of mishaps and mistakes and lots of by hand editing. However once we get everything running I guess that we could try to automate whole process.

And least but not least, many thanks for that presentation, it nicely shows a how my animation compares to the one form JA2. Personally Im very pleased how this turned out, now female character looks like armed merc.

Now the question is: how it will work in JA2, will colors and stuff will be fine?

[Updated on: Mon, 06 June 2011 08:15] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #282443] Mon, 06 June 2011 10:54 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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http://www.youtube.com/watch?v=jf81_adaDqI[/video]

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Re: [IDEA] Using 3D models to create animations sprites[message #282444] Mon, 06 June 2011 11:06 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Thanks Kazuya!

So, I dont see any wonky colors or bits of body disappearing. It seems that we managed to fix that issue with hair. Unless Im missing something.

I guess now we need to figure out how to properly make shadows.

BTW: Was the size and everything fine? Or I still need to do something to make it easier to work with new animations?

[Updated on: Mon, 06 June 2011 11:09] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #282446] Mon, 06 June 2011 11:29 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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You might want to check this detailed breakdown of sprites here...

http://ja2v113.pbworks.com/w/page/28015925/Anatomy-of-a-sprite

There is a bit regarding shadows, but a careful placement of lights and camera should do the trick, most of the ones I've been producing uses a basic light set up, mainly tweaked by eye.

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Lieutenant

Re: [IDEA] Using 3D models to create animations sprites[message #282449] Mon, 06 June 2011 11:54 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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If you watch the video on fullscreen, you might notice that a few pixel are wrong. the left side of scopes hair for example has some red in it. However, there is nothing that can't be fixed. I'm working on a script, that will automate at least a big chunk of the converting process. I can easily check the pictures for the right colours and adjust them. I wouldn't try to get the scale right from within your rendering process for various reason. First, it is easier for me to scale down than to scale up. Remember, that we are doing pixel art here and not conventional image conversion. Small pixel pictures tend to blur when scaling up. Scaling down usually works better and it is a lot easier to remove a line of pixels, than to create a new one. Second, if we are going to create zoom effects, as some users have suggested, it would be easier to recreate larger versions, if the base pictures are already large. Otherwise you would have to rerender them.

What I'd like to know is how you exactly create the animations in Blender and how you render them. I have Blender myself, but I never managed to do more than morphing the cube. If you could show how you do this, I could check if there could be something tweaked.

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Re: [IDEA] Using 3D models to create animations sprites[message #282451] Mon, 06 June 2011 12:00 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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Hawkeye
There is a bit regarding shadows, but a careful placement of lights and camera should do the trick
I examined the original animations and I've come to the conclusion, that the original sprites all get a soft light effect from the bottom right. This means, that the shadows in the original animation are not real shadows. At least not from a light source. I think they were done with a projection technique. The 3d model is projected on a 2d sourface on a different angle, all colours changed to the shadow colour and then the actual sprite is attached to the sprite shadow.

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Re: [IDEA] Using 3D models to create animations sprites[message #282456] Mon, 06 June 2011 12:53 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Quote:
If you watch the video on fullscreen, you might notice that a few pixel are wrong. the left side of scopes hair for example has some red in it.


Hmm, I guess now I need to seriously work on fixing the lighting. The hair problem may be caused by wonky shadows, as I replaced old hair in version 3. I think some extra lamps will do the trick

Quote:
I'm working on a script, that will automate at least a big chunk of the converting process.


Excelent, I cannot help much in coding, but if its some graphical question I may be of use.

Quote:
I wouldn't try to get the scale right from within your rendering process for various reason.


Ok, no problem at all I will just change camera zoom and we are set, I just wanted to see if it make things easier.

Quote:
I examined the original animations and I've come to the conclusion, that the original sprites all get a soft light effect from the bottom right. This means, that the shadows in the original animation are not real shadows. At least not from a light source. I think they were done with a projection technique. The 3d model is projected on a 2d sourface on a different angle, all colours changed to the shadow colour and then the actual sprite is attached to the sprite shadow.


I can easily achieve shadows, but they WILL need editing then, unless I figure something out.

Quote:
What I'd like to know is how you exactly create the animations in Blender and how you render them. I have Blender myself, but I never managed to do more than morphing the cube. If you could show how you do this, I could check if there could be something tweaked.


I suggest you watching these videos, they contain all the basics of blender, including animations.

This video contains all the information you need to create good skeletons.

I created skeleton using those tutorials, since I added constrains actually posing my model isnt that hard. Once I get lighting right I will upload that model, just in case.




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Re: [IDEA] Using 3D models to create animations sprites[message #282463] Mon, 06 June 2011 13:48 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok I fiddled a bit with lamps and here what I got, that gray square is what I warned you guys about, but it HAS to be there so we can have green shadow. Besides that I changed zoom and changed material properties so they dont receive shadows, only hints of them.

Is this better?

http://img121.imageshack.us/img121/5039/unledhr.png

[Updated on: Mon, 06 June 2011 13:52] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #282499] Mon, 06 June 2011 17:50 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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Taro
Ok I fiddled a bit with lamps and here what I got, that gray square is what I warned you guys about, but it HAS to be there so we can have green shadow.
As long as the square is all in one colour, there will be no problem. I will just have to add another colour to my deduction list and we are good to go.


Taro
Besides that I changed zoom and changed material properties so they dont receive shadows, only hints of them.

Is this better?

It's great, except for one thing: BE GONE DARNED ANTI-ALIASING, BE GONE! Wink

Remember, pixel art has it's own rules. Automatic anti-aliasing is a dreaded evil in our case.

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Re: [IDEA] Using 3D models to create animations sprites[message #282500] Mon, 06 June 2011 18:02 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Uh, AA is already turned off, its just resolution that is so big i gives this impression, zoom in and you will see uneven edges.

So, if that square will remain as it is now it will be fine? If so I will render another bath of animations, but this time we will try your program.

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #282501] Mon, 06 June 2011 18:09 Go to previous messageGo to next message
Kazuya is currently offline Kazuya

 
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At 8x zoom:
http://img219.imageshack.us/img219/84/edges.png

So if this is not AA, then there is some filter over it.

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Re: [IDEA] Using 3D models to create animations sprites[message #282502] Mon, 06 June 2011 18:27 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Hmm everything is sharp for me, maybe its upload's fault? Anyway I rendered 45 angle only, check it out and see if its fine.

EDIT: WAIT! You are right, something is off because of that square, I will need to see what is happening.

EDIT 2: Nah, false alarm, just turn off AA for magic wand and everything is fine.

http://www.sendspace.com/file/r3vhtc

[Updated on: Mon, 06 June 2011 18:32] by Moderator

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Re: [IDEA] Using 3D models to create animations sprites[message #282553] Tue, 07 June 2011 06:16 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ok, does new version work correctly? I would like to make standing, with nothing in hand, animation, it will allow to look at it all the time so you can spot mistakes. How is it called in sti file?

BTW: I think we will need to write a script so we can render all 8 directions in one go, for now you need to rotate spotlight and camera manually.

[Updated on: Tue, 07 June 2011 06:16] by Moderator

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Re: [IDEA] Using 3D models to create animations sprites[message #282556] Tue, 07 June 2011 07:27 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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Registered:October 2005
Location: Australia
Can't you rotate the character's orientation rather that moving cameras and lights?

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Lieutenant

Re: [IDEA] Using 3D models to create animations sprites[message #282557] Tue, 07 June 2011 07:33 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
It may mess up posing, but if you that you can as well rotate camera, it will be the same and require equal amount of work. Still its just idea for automation, we dont need to worry about that at this moment.

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #283002] Fri, 10 June 2011 19:00 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Ok, lads i decided to upload what I have right now. You can do some testing in using the animation in blender and see what I was doing. I ONLY want to put it here, so in case of problems all the work wont simply vanish. Im still working on how to improving and automate render process, but I got into territory where stuff is damn complicated.

THIS IS NOT FINISHED MODEL!!!

http://www.mediafire.com/?o6ajwqq6sakrsef

[Updated on: Fri, 10 June 2011 19:01] by Moderator

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Master Sergeant
Re: [IDEA] Using 3D models to create animations sprites[message #283188] Sun, 12 June 2011 12:51 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Say Taro, any chance we could order some new animations from you? Smile

What about something lilke this:
http://www.freeimagehosting.net/uploads/5e2a1f48d6.gif

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Master Sergeant

Re: [IDEA] Using 3D models to create animations sprites[message #283189] Sun, 12 June 2011 12:54 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
nice - sandro, where did you 'borrow' it?

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Captain
Re: [IDEA] Using 3D models to create animations sprites[message #283191] Sun, 12 June 2011 12:56 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That's exactly the animation needed to properly deal with Pablo Wink

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Captain

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