Modelling node and animation problem

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Asteroth
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Re: Modelling node and animation problem

Post by Asteroth »

@xanathar I think I'll try to do that. I've worked on this thing for a long time now. When I complete it I think I'll Upload the shieldless skeleton before modding it. I can see a lot of people working with a shield free (and arm down) skeleton as a base for further modding.
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wallasaurus
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Re: Modelling node and animation problem

Post by wallasaurus »

If anyone is using 3dsmax I could tidy up my export code and put it up somewhere? It can export anims from max correctly.
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Xanathar
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Re: Modelling node and animation problem

Post by Xanathar »

@wallasaurus

I for sure would benefit from it as I use 3dsmax! :)
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Komag
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Re: Modelling node and animation problem

Post by Komag »

I think quite a few folks would benefit, especially over time in the coming months :)
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Asteroth
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Re: Modelling node and animation problem

Post by Asteroth »

Great, I can lower the shield and move the arm to a reasonably passable position

See here:
SpoilerShow
Image
However, displaying a lack of foresight, I did not think of the fact that the arm of course stays in that exact same position even
as the skeleton bends forewards. Now I have a skeleton fighting while it's arm has fallen asleep. I may be able to use it for the creature
I want (Pitch black, semi-transparent, black mist particle effect). But it's definately not usable for normal purposes. Hmm maybe for my
creature I will scale it's arm down by 10 to 15% and turn it inward so it will look withered or mutated.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
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Komag
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Re: Modelling node and animation problem

Post by Komag »

or just make it disappear. Nothing wrong with a one-armed skeleton!
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