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Zenkai Knights

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what kind of modding system should i build

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Total Votes : 3

Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 03, 2018 2:32 pm

I was talking about animations not meshes.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 03, 2018 5:37 pm

I know, I just said compared to UT2004, your solution is much more usable.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 03, 2018 7:30 pm

oh, it seems gundam extreme vs uses this. the top is animated separately from the bottom.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 03, 2018 7:47 pm

This is definitelly the better method to animate things. Gundam vs also has a lot of characters, if only some of the animations are reusable it save a lot of space.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue Jun 05, 2018 4:13 pm

after some thinking. here is the setup for the animation layers: Lower body base, Upper body base, and extra stuff.

Lower Body Base only handles - Waist, Upper_legs, Lower_legs, Feet
Upper Body Base only handles - Upper_Body ,Head , Shoulders, Upper_arms, Lower_arms, Hands
Extra Stuff - the rest of the stuff.

the base.obp will have placement for all parts.


next is try building the base using obp and obm files.

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Re: Zenkai Knights

Post by Endymion on Tue Jun 05, 2018 7:52 pm

I can't wait to see this in action.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 09, 2018 8:24 pm

obp, obm and oba loading...
https://streamable.com/bic3k

the triangle holes are caused by the model not being triangulated in the modeling program.

the pink is cause no shader is attached.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 10, 2018 7:12 am

I wish I could do things like this. I'm a little lazy for learning 3D modelling and animating lol.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 10, 2018 11:58 am

this was the first time i created an animation using code in unity.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 10, 2018 12:55 pm

Then it is impressive. Creating 3D models and suiting animations is the hardest part of the visuals, if you can do this the other graphics will be easier.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 10, 2018 3:48 pm

i should also mention it's possible to convert HOD animations to work with my game. only problem is they might only work for 1 mech since windom parts work different compared to how i designed things for ZK

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Re: Zenkai Knights

Post by Endymion on Mon Jun 11, 2018 7:14 am

It is still good for placeholder till you come out with a better animating method.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jun 11, 2018 9:05 am

Endymion wrote:It is still good for placeholder till you come out with a better animating method.

this is the animation method i am using except things are different in the animation file (oba).   the animation file can ignore translation, rotation or scale data depending whether you allow them in the creation of the file.


i added ability to possibly convert hod to obp files. in order to allow for porting of windom mechs.   in case i have trouble with designing mechs i will work on porting windom and creating an updated game.

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Re: Zenkai Knights

Post by Endymion on Mon Jun 11, 2018 12:50 pm

That sounds good. Well I never was good in these programing stuff. I respect everyone who's doing that, however.

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Re: Zenkai Knights

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