New animations 2

There's a lot of great work going on here--important work. There are several new/larger world maps available for modders, but unless new races of creatures and foes are made for the player to encounter it doesn't make much sense to ever expand the game to new locales outside of southern California. In the future everyone will owe much to the artists posting here who are in the trenches working on such things right now.

I am also very interested in those blue combat armor models, but was disappointed to find the link dead a while back when I tried to download them. Are they still available anywhere else? New sfall functions are great and all, but in my particular case aren't useful since I run FO2 on an old Win98 computer and can't use any newer versions of sfall after version 1.46.
 
http://i44.tinypic.com/eip3t5.jpg
eip3t5.jpg


Ty Dude101. Before I go further i should probably get some feedback.
 
Prosper said:
You’re on a roll Prosper, though the movement is awkward, with some practice and many years of hard work you super mutants will be the envy of all. Maybe give them some digits (fingers) otherwise how will they grip their weapons, unless these mutants simply pummel you to death. :clap:

@ Endocore
The difficulty in critter building is time. If an existing critter is edited in software like Photoshop, you need to open the frames, load them into PS, mask the various parts you want to change, save the file, open the frame animator, load the artwork, and adjust its position before making the final critter FRM. Editing a dozen or more frames is no problem - but try up to 10,000 or more for a critter with all of the weapon animations…that is tough work. But those 10,000 frames have up to 8 stages, so in total potentially 80,000 procedures before you have your nice new critter. :shock:

The alternative is to make the critters from scratch in some 3D software, model them, texture them, I.K them, animate them, light them, render them, then back to the frame animator, etc. It’s a sad reflection on Interplay (now Bethesda) that the company has never shown any serious interest in assisting the modding community by passing on the original models or tools to the Fallout community. But there are people who take the models from current games, retexture them and place them in new games; this could be the solution to the Fallout critter dilemma. The actual models in Fallout are fairly basic, but the stylization isn’t, there is a grimy cool look about them, that frankly few games have ever matched.
 
I made a prototype for new critter instead of overwritting hero's animations. And here is the kick attack animation i added.

http://www.youtube.com/watch?v=4ljb8AkQ6vY
[youtube]http://www.youtube.com/watch?v=4ljb8AkQ6vY[/youtube]

This proves to me that taking time with the animation is worth it . So I will try to do bette.r
 
@Ursa

Thank you for the link to the blue combat armors. I have some ideas to put them to use immediately in my game, but Stevenocracy's idea of replacing those ugly NCR policemen is also a good idea.
 
Prosper. You have some seriously impressive technical abilities, but your art is to abstract and does not agree with the art direction already in place. Maybe you could rig some existing models to work in FO2, or just tweak your own art style to be a little more conventional / polished.
 
DUDE_OBJ, Some facts:
I have only taken up 3D modeling with a good effort for only 3-4 days.
I spend an hour or less per model ,which I understand is directly correlated to the minor inaccuracies seen in my artwork.

You may be surprised, but I believe I am capable of creating adequate animations.

The perspective I rendered them with was a FOT template I came up with some time ago. Another contributing factor is I didn't bother to configure the lights properties to do anything more than illuminate the model.

If you have a problem with the overall model's design, then please enlighten me how to correct it so it is to be more fitting to what you view as conventional.

Also I disapprove of the common myth perpetuated by others, which states : it is rare or unheard for a person to be talented at technical tasks AND have an aptitude for creative excellence.

Pixote's and Continuum's sarcastic commentary in my topics, is easy for me to associate with the word discourtesy. But their treatment of me may not be founded entirely in error. Pixote, might indeed be correct that it possibly will be two years or more until I have an undeniable mastery of critter making.

In addition I sure hope this response will do a substantial job in alleviating the skepticism I so often endure from my fellow modders.

Lastly, I believe it is unnecessary and discouraging to convey to aspiring modders that new critter animations are 'difficult' and 'tiresome' to create.

Perhaps, if we could start by focusing on finding solutions in an open-minded way, we can eliminate the need to act on our selfish impulses to take jabs at other people's efforts to produce quality content.

If in the near future I become over-burdened creating animations, then as a coder, I will see to it that a new FrameAnimator comes about. (If you have detailed information or ideas about how it can be improved, then feel free to private message me.)
 
Stevenocracy said:
(...) Changed out those uniform-wearing NCR guards with the blue Combat Armor.

Hah, much much better!

Killap, if you read this, would you perhaps consider adding this as an extra in the RP installer (overwrite the police critter)? that'd be nice. :)

Prosper said:
In addition I sure hope this response will do a substantial job in alleviating the skepticism I so often endure from my fellow modders.

Lastly, I believe it is unnecessary and discouraging to convey to aspiring modders that new critter animations are 'difficult' and 'tiresome' to create.

Perhaps, if we could start by focusing on finding solutions in an open-minded way, we can eliminate the need to act on our selfish impulses to take jabs at other people's efforts to produce quality content.

No offense, Prosper, but a couple of things; first, if you haven't already figured it out, actually finished stuff helps with skepticism greatly. Second, i don't doubt new critter animations could be relatively easy to make for a person with good 3d skills, and third; good 3d skills is not enough, it has to fit the setting, the theme, the general art style... (otherwise, why bother? might as well make pokemon and loli models on FO3, right?), which, i believe, was the point of the positive criticism you received...
 
Amazing bendy mutants! Although not intended, i think this is a interesting animation to watch.

http://www.youtube.com/watch?v=bYhY8u162Ro
[youtube]http://www.youtube.com/watch?v=bYhY8u162Ro[/youtube]


Other than the shrinking/growing, the texture has change a bit. Hint: the back

REally i expected to have a couple more NEW animations, but i had to switch over to the fo2 blender template.

Edit: DUDE_Obj, my apologies. I think I understand what Xii'l said. And it probably would be reasonable for me to expect certain guidelines to be followed . Btw dude, do yo update your tutorial page anymore? Good stuff anway.

Expect more from me soon!
 
x'il said:
Killap, if you read this, would you perhaps consider adding this as an extra in the RP installer (overwrite the police critter)? that'd be nice. :)
Critter variation is always good in my book. I'll consider this.
 
Yes, i concur with x'il that those blue combat armor critters are pretty sweet and could replace those awfully stiff NCR officers nicely. But at the same time, i also agree with Killap that critter variety is a good thing - so maybe the NCR officer critters with dialogue (such as Sheriff Dumont, those guys in the jail building, etc) could keep their orginial, stiff animations .....
 
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