Red Dwarf mod

Chris Parks said:
Not needed. He can't harm humans! :D

I'd love to see you make the scutters!
I'm thinking about him killing some insect and other vermins (e.g. for food) but later in the game you can find and install program pieces which allows Kryten to attack more evolved creatures (maybe even humans)
Scuttle, you mean running animation or death animation?
To stop the shifting of the critters feet, just remember that people generally are still (fixed) at some stage during their movement - one point of the body will remain fixed to the ground while the rest of the body moves. Before you animate just test your own body movements...throw a punch, duck a punch, notice how during the action our bodies maintain a ridged fix to the ground, either the front foot, or the rear foot, or both. Anyway it looks great. Can't wait for Cat.
Yeah I'm thinking about changing entire skeleton. Now the parent bone of all other bones is backbone (so if you move it, entire body moves, if you rotate it, entire body rotates). so when he e.g. duck, you have to move entire body (to lower him) and rotate two bones of each leg.. And it's difficult to get exact position of the foot again, so I'll try one of the feet to be a parent bone
 
Parent the "Parent" bone to a "null"...in Lightwave its an invisible object that can have models, lights, even bones attached to it. Then just move the null, instead of the parent bone, to shift the models position across the plane. See below. The null is the funny bright yellow cross. I'm sure Max has an equivalent.

Step17.jpg
 
Now this is strange..
I've done it as I said (parent bone etc.) and it looks much better, BUT...
This is what I render:
krytenpunch.gif

you can see it's smooth, but
this is what I get from FRM animator and what is actually in-game:
krytenpunch23.gif

So it's obviously FRM animator problem... :( Any ideas (Pixote :) )?

EDIT: Oh I got it! there was predefined offset, I'll have to use my own .FPR files :)
 
.Pixote. said:
I'm sure Max has an equivalent.
Inverse Kinematics (IK). Every decent 3D package has that feature.

It's just it has become somewhat obsolete lately, due to new features with extended functionality, which are easier to set up and/or use (e.g. Biped in 3ds max).
 
lisac2k said:
Inverse Kinematics (IK). Every decent 3D package has that feature.
This was very helpful to me, tkanks :notworthy:

Anyway, finished Kryten's running animation, hope you like it ;)
krytenrun.gif
 
Hmpf.. It doesn't work in-game :( animation seems to be all right but there are problems with looping the animation, I'm trying to figure out what's wrong, but I don't have a clue!! :(
 
The way the game moves from one animation to the next, in relation to the critters position, is still a mystery to me. Even in the game itself some critters shift their positions ever so slightly between animations. I would suggest trying to use the original critters as a template to position your critters. Therefore workout how many frames each sequence takes and render that many in Max...in the Frame Animator position the artwork on top of the originals, and use the ghost feature to adjust them. The key will be the position of the feet in relation the the frame previous. It will be a lot of fucking around, but eventually it will come together.
 
Even the original critters shift their positions on longer distances. Try moving The Chosen One in a straight diagonal line across a map and watch the animation end (when he/she gets to his/her destination).
 
I dare to say it looks cool :D
[youtube]http://www.youtube.com/watch?v=77DJ3ypj0Ss[/youtube]

And falling animation ;)
krytenfallinggetingup.gif
 
Wow, just wow! Someone trying to bring together my favorite TV series of all time with my favorite game of all time! Your Kryten stuff is great. Suggestions: Stasis leaks to allow contact with former crew (or cat people), scutters as party members, quests involving curry aquisition, blow up doll in Rimmer's locker.

Quote for the day, "You lowdown, lying, weasely smegger!"
 
Solon said:
Suggestions: Stasis leaks to allow contact with former crew (or cat people), scutters as party members, quests involving curry aquisition, blow up doll in Rimmer's locker.

Quote for the day, "You lowdown, lying, weasely smegger!"
Thank you for suggestions. Stasis leaks is good idea, scutters will definitely be in game (but I'm not sure if as party members, I'll see about animations count ;) ), curry acquisition is also good idea (Tikka to Ride), and about the last one.. I thought about sub-quest or several subquests when you are alone in your cabin and you have to piss Rimmer off, it could definitely include blowing up Rimmer's Rachel :D
 
This one was BITCH to make!! Took several hours :-/ But I think result is satisfying (compare :) )
krytendie2.gif
myrondie2.gif
 
And another one :)
myrondie22.gif

EDIT:
Poor little fellow :D
krytendie3.gif

EDIT2:
I have to post all six sides of this one, I love it :)
nmmyrnbi0.gif
......
nmmyrnbi1.gif
......
nmmyrnbi2.gif

nmmyrnbi3.gif
......
nmmyrnbi4.gif
......
nmmyrnbi5.gif
krytenblowing2.gif
 
Reconite said:
Wow, you're really working hard on this. Good job.
Yes, I'm taking a test from accountancy tomorrow (or better today) and I haven't learn anything :D Bloody FO, bloody Kryten, bloody RD :D

(Anyway new animation is there - i have to use gray background since his "blood" is black :) )
 
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