#421
Posted 20 July 2013 - 02:14 AM
Oh and Leafia, that might explain the Quickdraw a little bit too much!
#422
Posted 20 July 2013 - 05:46 AM
Apostal, on 20 July 2013 - 02:14 AM, said:
Oh and Leafia, that might explain the Quickdraw a little bit too much!
oh god so many pieces
It's worth noting, though, that all pieces can be assembled with only 90 degree rotation increments; one leg can just have its pieces' positions mirrored over to the other; the main torso parts (left, left-back, center, center-back, right, right-back) will always start in the exact right position; they just have to be rotated; the torso pieces, arm pieces, leg pieces, and foot pieces have the same rotation within their respective groups, but different amongst the different groups.
The rotations I've found to work:
Torso
x: 180
y: -90
z: 0
Arm (straight down)
x: 0
y: 90
z: 0
To get the arms facing sideways like in the Spider image, add 90 to the right arm and -90 to the left; you'll have to readjust positioning unless you rotate them as a group (dunno how that's done in Blender).
Leg
x: 180
y: 90
z: 0
The part labeled "foot" counts as part of this; the model part "toe0" is the actual foot, or at least it was for the Spider and the template mech.
Right Foot
x: -90
y: 180
z: 90
Left Foot
x: 90
y: 0
z: -90
Weapons usually use the "_variant_" texture, not the "_body_" texture, and the window for the cockpit uses its own texture, "_window_".
Hopefully this helps out. If it's a little confusing, well... I don't entirely understand it myself yet... I'm just saying what I think I've figured out with my admittedly limited experience.
#423
Posted 20 July 2013 - 05:43 PM
The Abomination ABM-F7.
#424
Posted 23 July 2013 - 11:26 AM
Edited by Nakamura Takeshi, 23 July 2013 - 12:13 PM.
#425
Posted 24 July 2013 - 04:20 AM
Just put the Tiger Camo onto the model assets and changed the camo colour to my personal scheme, following that I messed about with posing etc. The fun came with setting up a new camera then lighting for the rendering shots, so with more time might even knock out more. Must say it is very interesting to play with the game models!
#426
Posted 24 July 2013 - 01:17 PM
See the shoulderpad? (Commando used for example)
The shoulderpad's not one solid lump. This bit here is a flap, meaning it can swing out of the way of the arm without moving the entire shoulderpad.
Same deal for the back. When rigging/posing arms and shoulders, make sure to take any flaps into consideration. For example...
That bit there can swing outwards to make room for the arm to move.
#427
Posted 24 July 2013 - 05:15 PM
The fingers are a different beast entirely. They start out as just connected to the forearm in one big lump, so each piece of each finger (usually at least 3: lower finger, joint, upper finger - joint and upper finger get connected back together later in the process) has to be individually detached and posed. If you plan on doing that, expect to spend about 3-4 hours minimum sorting it out. And that's not even taking the actual rigging into consideration.
#432
Posted 29 July 2013 - 09:00 AM
StarscreamDolf, on 28 July 2013 - 05:16 AM, said:
I would've sent you the original model if you'd asked, maybe save you some trouble. Very nicely done. I was thinking of making an AC/2 variant - 9AC/2 in each arm and 2 in the torso. Reasonable? Not in the slightest. But the dakka would be simply glorious.
Oh, and good on you for adding the proper legs- I wasn't good enough to do that.
Edited by Leafia Barrett, 29 July 2013 - 09:01 AM.
#433
Posted 31 July 2013 - 05:03 AM
#435
Posted 01 August 2013 - 08:26 AM
EDIT: I don't mean for Sarah's mech in particular, I mean just in general, what are the colors used for camos?
Edited by Leafia Barrett, 01 August 2013 - 09:04 AM.
#436
Posted 01 August 2013 - 04:36 PM
In objects/mechs/<mechname>/, open <mechname>.cdf to get this. This tells you all the translations and rotations of all the mech pieces. Oh my god, this makes things so much easier.
EDIT: Note - for the X and Y translations, multiply them by -1
Edited by Leafia Barrett, 02 August 2013 - 03:21 PM.
#437
Posted 01 August 2013 - 05:18 PM
Leafia Barrett, on 01 August 2013 - 08:26 AM, said:
EDIT: I don't mean for Sarah's mech in particular, I mean just in general, what are the colors used for camos?
Not sure I follow. There was a post earlier by Sparks Murphey about how to use the RGB skins to create your own camo patterns, but somehow I don't think that is what you mean. Can you clarify?
#439
Posted 02 August 2013 - 06:54 AM
Heffay, on 01 August 2013 - 05:18 PM, said:
What are the RGB (0-FF) values does the game use for each of the purchasable paint colors? Like:
| |
|
Those kinds of colors.
In other news, until proven otherwise, I'm declaring matching the cockpit inside with the head to be impossible for the Spider without remaking the entire cockpit from scratch. I have spent the last 20 non-sleeping hours trying to fit them together with every variation of rotation, translation, and scaling, and nothing ****ing works.
#440
Posted 02 August 2013 - 08:42 AM
Leafia Barrett, on 02 August 2013 - 06:54 AM, said:
I'm fairly certain the Commando cockpit interior also cannot be matched up with the exterior. And the Atlas as well (most telling because the POV from the cockpit is actually from the center of the 'mech instead of canted off to the side).
Edited by DirePhoenix, 02 August 2013 - 08:46 AM.
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users