So, for the TL1 CP's Vanquisher class I'm trying to make a passable port of the Hamstring skill. I've run into a problem and would love it if someone with modeling/animation expertise could help me out. I know 0 about modeling and animation.
I need one of the following 2 solutions to make the skill work REALLY WELL:
1 - Animation Change (preferred solution)
I would need someone to modify the TL1 Vanquisher's Special_Dash and Special_Dash_Start animations so that the TL2 Human models can use it (both male and female). I have no idea, but would love to think this just requires removing the Vanq's superfluous bones (skirt and ponytail, namely) and then running it through CCCenturion's converter.
2 - Model Port
Second solution is to use the TL1 Vanq model as a 'shapeshift' for the Hamstring skill. This is what I'm trying right now, but....
The model has no texture. I don't know how to fix this as I can't even figure out how to load the model into Blender. I imagine giving it a fixed texture rather than a wardrobe would be the answer, but I don't know how hard that is.
The model has no texture. I don't know how to fix this as I can't even figure out how to load the model into Blender. I imagine giving it a fixed texture rather than a wardrobe would be the answer, but I don't know how hard that is.
Hi gytfunke! I imagine you'd want to handle the texturing for this the same way as the Destro's "shadow" skills...
As you can see it's a texture which achieves a "ghosting" effect. And you won't need to do anything in Blender to achieve this
I think I can reverse-engineer how this ghost unit is set up texture-wise. Will give it a shot and report back...
I've tweaked the Savage Rush (werewolf_dash) animation, so the mesh is does not get hidden, and then just removed the particles (I missed the particle for the start animation, but you get the idea.) You could easily add a trail to this, so it looks like the hamstring skill.
IMO that looks better than what could be accomplished by using TL1 models (which could look "forced") AND it gives you both male and female anims which look consistent with each other and the game.
Yeah, werewolf_dash looks approximately right. It could be good enough, especially for what we can accomplish right now. I just wish the arms weren't tucked in.
Other than being able to create custom animations, I can't see any other option. At least not with the available animations in TL2. It might be possible to alter the angle/position of the arms by editing the skeleton file by hand. I've never tried, but isn't this something Kva3imoda has been experimenting with?
Anyway, the werewolf_run animation with particle effects it can look pretty good I think. Perhaps if we added some more particles effects, to give some extra flair, it would look fresh and appropriate.
I've been trying to figure out how to alter animations, but I can't even figure out how to load a TL2 model into 3ds Max. I might be able to get my friend to show me how to use it sometime...
Hey Guys, I tried my hand at modifying the werewolf_run animation for the male model and this is what It came to be... Try it an tell me what you think, I should work well with the werewolf_run_start and end, if you put some particles to mask the animation change.
Special_dash.rar (The file has the skeleton and the skeleton.xml files)
Know I'm gonna try doing the one for the female model
Edit:
Finished the animation for the female character, this one looks like the original
I really like what you have done and think it's a great alternative... I actually like it more than the original animation. The Vanquisher animation always looked kind of frail to me. This looks "tougher".
Thanks RnF, for the female model I will make it more like the original animation... This one took to much effort, and didn't come out as good as I wanted, but for being the first one I ever made I'll let it be.
I used 3DSmax 2009, and the files from the runic assets, working over those is pretty easy since the models are totally rigged and you have all the animations in .max and .bip formats.