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Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 09:00
by trevormanaze
Here is the standard Wall, in high rez. Definatly movie quality .

The .bmp texure really comes alive for being so old.

As for the art revolution models, I need a link to them please.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 09:14
by trevormanaze
Jorzi wrote:https://copy.com/tHFYRDwrldTy9iWE <= a zip containing most of my improved weapon models as well as some buildings. The .dae file contains all the models and all the textures are there as well.
Jorzi - how to open .dae?

Heres the assualt.gun.barrel ready for video as well.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 09:40
by trevormanaze
Added some of the models I have converted over to .iprop

This will be the standard for the animated campaign videos.

some models I cant complete, so I hope you guys can texture some and send them to me.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 11:42
by Jorzi
Just to make it clear: the .obj files I sent you are the new art revolution models, same as in the .dae file, so don't worry about opening it.
The assault gun barrel texture looks wrong, try this instead: http://sourceforge.net/p/artrev2100/cod ... format=raw

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 12:04
by Berg
Please note that the team colours are not included on any models as this is rendered by the game code.
You will need to add team colours to the AR models to make them look real.
As for the use of AR models and normal game models this cant happen as the mod has to be in both client and host so the desync theory is defunk.
Are the AR models in object format if so you dont need any converted if your using all AR stuff.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 12:15
by trevormanaze
I understand.

I wish I just didnt have to convert the .obj to .iprop . process takes a while.

I think the goal for me is to animate, but im just now figuring out my warzone database has a mix of AR and 3.1 stuff in it,
so im just using what looks good. The video's haven't even begun yet becuase I need the HQ and the truck models and the small mchgn tower models to be textured.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 12:56
by Berg
trevormanaze wrote: I wish I just didnt have to convert the .obj to .iprop . process takes a while.
I do not understand why you need these exotic file extensions surely your programs can use stock file format like .3ds and .obj
it is hell of lot easier to use what available rather then to use rare programs?

Dont get me wrong you use what you like its just baffling to me.

Carry on
Berg

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 13:38
by Jorzi
@Berg: .iprop is iClone's internal format so it makes sense to convert to that. Other than that I agree.
@trevormanaze: File conversion is always boring, but once you get the hang of it, you should be done with it in a day or so, then you can focus on the fun stuff.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 14:28
by trevormanaze
Aside from the collection of .obj I have,

How do you import .pie to blender so I can make more .obj

WMIT wont save-as obj when I select it

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 14:49
by Jorzi
It's a bug, almost forgot about it.
You have to both select .obj as the format and explicitly write out .obj in the filename.

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 15:35
by trevormanaze
WMIT has the texture loaded, but the new obj does not contain the texture in the phase.

I cant figure out how to add the texture to HQ correctly with any program :(

Im glad I can make new obj files from the pie, but the .bmp files wont attatch correctly on some of them .

Re: The Animator cut-scene thread. Post Here about the video

Posted: 09 Dec 2015, 16:52
by trevormanaze
The cutscenes should definatly have the same terrain too. I wonder if the .map can be made into a pie somehow,
allowing me to view it as one giant prop and texturing portions of it for the video. Anybody every export the terrain to .PIE?

Follow this link for a new render test :

https://www.youtube.com/watch?v=p99kOd4bGek

Re: The Animator cut-scene thread. Post Here about the video

Posted: 30 Jan 2016, 23:03
by trevormanaze
I put together a scavenger base inside my animation utility.

Here is was I could render :

https://www.youtube.com/watch?v=T3iObq9 ... e=youtu.be

I will also upload a high rez picture of the start of the clip:

Re: The Animator cut-scene thread. Post Here about the video

Posted: 31 Jan 2016, 20:03
by trevormanaze
Here is a short sample of the Project outpost base that will defend against an attack from scav.

uploading now....

Re: The Animator cut-scene thread. Post Here about the video

Posted: 02 Feb 2016, 01:15
by stealthx
You know, given how simple these objects are, we might as well just re-create the models from scratch. That way we can add more detail and more precisely animate said objects.

After all, animation rendering engines are far different from their real-time game-design counterparts...

I've already started a fresh model of the NASDA Satellite to show you what I mean. I should have it completed by tomorrow.