Original FO/FO2 Polymeshes

Well I don't think they exist anymore they are probably lost forever, though I would love to see some of the original models I don't think there is a chance. By the way I also don't think that anyone would recreate the models but since I wanted to make a char into the game I will play around with that pose library stuff.
Some new things that doesn't look too good since I was lazy to brother with bones for the fingers so they look silly especially the hitting anim but it mostly because only the upper body moves need to polish it... I wanted to create a gif for the repaired walk cycle but I forgot about it.
Also just realized they look queite big so I just post the Thumbnails
 
Just to show how the progress goes.

The gif is slow it should be at least twice as fast anyway I planing to create next the falling and getting up anims (this way one death anim is solved too).
 
Maybe you could post anims with "Fallout" camera (for better overview) instead of plain right/left/whatever ;)

Anyway, how to make a comparison with original anims:

a) create a "Fallout" camera,
b) extract walk anim,
c) change the canvas of .gif to, let's say 320x240 (critter is in center),
d) make a layered file/sequence if images from it (don't fuck up the offsets!),
e) set render output to 320x240,
f) load first frame and set it as your viewport background,
g) create first frame of your animation similar to original one,
h) pan the camera to match your critter with critter you see on the background image,
i) render the frame,
j) load that 320x240 layered file/first frame from sequence of images, your 320x240 render output and compare them is 2d painting software,
k) pimp the animation,
l) repeat i-k until you'll get desired results,
m) move to another frame.

Of course, you can compare 2-3 directions for moar accurate results.

Too bad I didn't figure it out much earlier :wall:

Of course, it's not possible to create exact copies of critters, because everything is about fucking pixels (and frames offsets) - "outer edges" shape (where there's no anti-aliasing) of your critter depends not only from the mesh, but also from anti-aliasing filter you're using and position of the camera in the scene - God only knows what rendering settings were used for original critters. So even if you'll somehow create a perfect anim you will have a slightly different offsets, which have impact on how critters are moving in game. Your anim may look slightly different because of one additional pixel at end of left foot on 2nd frame, and at the top of the head on 5th frame. Or at least I think so... :roll: I mean, that pixels changing frames offsets.

Enough of scary stories - the night is coming :ugly:
 
I'm really impressed, Jotisz. :clap:

But conti is right, you should try rendering with the correct camera distance + correct light positioning.

See http://www.falloutmods.wikia.com/wiki/Making_animations_with_3ds_Max_and_FrameAnimator

BTW, this describes the setting for the light source as well. However, I don't know what Blender's interface is like, so good luck I guess :mrgreen:

--EDIT--

I tried importing the FBX libarary (I think that's it) into 3ds max, but it just froze, so I abandoned the thought. Maybe if I can get it to work, I could set the scene for rendering the fellow? (That's something I can actually do :roll: )
 
You are right Continuum and thanks for the advice it will come handy just like the link you posted Ghouly89, I should have used a Fallout like camera setup from the begining I found a good one years ago for blender too but its a bit sightly of see the pic.

Also I will look up this fbx stuff
 
As I said I made some models that are a bit closer to fallout chars still they are crap but mine so I'm happy also they are low polys but thats obvious just like the increased size... anyway here is the pic

Now I'll be tweaking my rig to fit these models.
 
Though to post it at the new animation thread but since I just restarted that pose library cause I have lost the first files I used well I thought it would make sense to post these to the thread where I posted the original pose library so here is a male critter and a female one with some animations the stance she uses are a bit different buts anyway checkout the movements.
 
Am i in right to critisize you, Jotisz?

Certainly, there's still things with the time curve on falling animation, falling looks like slow motion, while in contrary, her "looking around with hands-on-hips" look jerky and nervous, with only her upper torso twisting, while the original animation twisted her whole torso with arms, hands still on the same spot on the hips.

Walking cycle and falling looks excellent, just needs more speed.
 
Dont forget, that impossible to recreate original-looking animations
Even new critters of F2 dont looks like original f1 models, Lynnette for example. So that critter is great, just need more speedy falling animation and shadow. Sorry for my english.
 
its a fact. if black isle didnt recreate them in 97-8 for fallout 2 who can?
 
Alvarez said:
Am i in right to critisize you, Jotisz?
Sure thanks for the one on the looking around I will need to work more on that one.
@Ursa
About the original looking animations its not really impossible just needs a plenty of time and a model which looks the same as one of the originals thats the reasons I started to model the vaultdweller.
I fear that it will take me a lot of time....
 
Jotisz said:
I fear that it will take me a lot of time....
#

And you're already on a damn good track imo! :clap:
Take your time, even if it takes long, people will love you for there will finally be an editable 3d model to work with eventually.
 
Ursa said:
its a fact.

Proofs/opinions on that, please.

Btw, Jotisz, did you used the Fallout palette for your textures or is it just demo-texture? Could you make a pair of animations with different UV?
 
The animations have been done by some different artists. Why they made new animations is unclear. Maybe they didn't got access to them anymore or they wanted different animations for these critters in general, as their look is different than other original critters and the hero- and tramp-animations wouldn't have fit them. I personally think it's the later and they didn't got enough time to polish the animations.
 
There is one thing that I can not understand: guys, why you seek to reproduce ALL Fallouty things at the time, when you can do better then BIS developpers ? You could create more detalized critters and new animation sets, which will be much better then the original-ones, and this can also refresh the game and give to players some of new emotions.. I agree with Ursa, nothing can be exactly repeated, and if you want to try to recreate smth, at best you'll be a little bit worse than the original, but if you create smth new, smth fresh - you'll be the best (just like Fallout 1 ) :D
 
Rain man said:
There is one thing that I can not understand: guys, why you seek to reproduce ALL Fallouty things at the time, when you can do better then BIS developpers ? You could create more detalized critters and new animation sets, which will be much better then the original-ones, and this can also refresh the game and give to players some of new emotions.. I agree with Ursa, nothing can be exactly repeated, and if you want to try to recreate smth, at best you'll be a little bit worse than the original, but if you create smth new, smth fresh - you'll be the best (just like Fallout 1 ) :D


Because the original style should be extended and not abandoned just for the sake of better optics.

[spoiler:4e77c11823](EDIT) I don't intend to become another Prosper. [/spoiler:4e77c11823]
 
Rain man said:
You could create more detalized critters and new animation sets..
Hm, I cannot remember if I saw something more detailed or better looking, than the original FO1 artwork. Yes, in a 3D setting, but not in a 2D/40px animations, which are using a specific 228 colour palette only. The original creator was top-notch professional and he made one of the best of works. I'm sure it's not an easy job to do the same, even with a modern tools.
(just opinion, I'm not going to argue)
 
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