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February 13, 2016, 07:12:10 am

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terri
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« Reply #2120 on: February 14, 2013, 09:20:22 am »

experimenting with quick animations that would work well in a game


also
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Joshua
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« Reply #2121 on: February 14, 2013, 09:25:56 am »

Very cool. I think the swing animation could benefit from a quick windup, strike, and then a small recoil. Keep up the good work!
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Quarry
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« Reply #2122 on: February 14, 2013, 09:28:42 am »

The horns look as if they were parts of his head!  WTF
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mono
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« Reply #2123 on: February 14, 2013, 09:33:52 am »

Cool, but that is not how you swing an axe. I presume it's supposed to be very heavy.
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terri
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« Reply #2124 on: February 14, 2013, 10:38:31 am »

thanks for the feedback, heres an update


I'm ok with it being cartoonish, I'm trying to make the animation happen really quickly for fast paced gameplay
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Quarry
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« Reply #2125 on: February 14, 2013, 10:44:08 am »

It slows down really quickly at the end for that high swing speed
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Wilson Saunders
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« Reply #2126 on: February 14, 2013, 10:54:22 am »

The problem with animation for games is that the player expects their actions to occur the moment they provide input. Yet for good animation you need some windup time to give the action the feeling of weight. One of the ways of solving this is to have the button down action start the windup and the button up action start the attack animation.
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terri
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« Reply #2127 on: February 14, 2013, 10:57:16 am »

something like this would improve it I feel, but I gotta figure out how I would do this in blender


The problem with animation for games is that the player expects their actions to occur the moment they provide input. Yet for good animation you need some windup time to give the action the feeling of weight. One of the ways of solving this is to have the button down action start the windup and the button up action start the attack animation.
ah, that makes sense
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rivon
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« Reply #2128 on: February 14, 2013, 11:20:44 am »

Just make a few half-transparent quads (plane) in the shape of the curve.
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gggfhfdh
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« Reply #2129 on: February 14, 2013, 11:25:53 am »

technically you've got about 20 frames of startup to work with before anyone really cares

any competent individual realizes things cant happen instantly, you've got a lot of wiggle room there
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Jimym GIMBERT
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« Reply #2130 on: February 14, 2013, 11:34:32 am »

where is the target, the eye should at least lock there, if you keep the feed "planted" it will have a better impact, it look likes one hand grips too high, it makes pivoting the wing awkward. imHo
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« Reply #2131 on: February 14, 2013, 11:37:39 am »

The problem with animation for games is that the player expects their actions to occur the moment they provide input. Yet for good animation you need some windup time to give the action the feeling of weight. One of the ways of solving this is to have the button down action start the windup and the button up action start the attack animation.

Games like Dark Souls are built around learning your combat animations as well as the enemies. That is why it becomes so tactical.
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gggfhfdh
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« Reply #2132 on: February 14, 2013, 11:42:28 am »

that too, if you trust your players enough to determine "oh, this is a slow attack - it's not lag"

you can have much more fun with attacks
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Optrirominiluikus
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« Reply #2133 on: February 14, 2013, 12:50:51 pm »

also


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terri
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« Reply #2134 on: February 15, 2013, 07:39:47 am »

thanks for all the feedback, I'll keep working on it, will try to look at some more reference as well
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« Reply #2135 on: February 16, 2013, 10:25:58 am »

Some great stuff here! I love the lowpoly stuff, it has actually gotten me to try some 3D stuff myself. This is my first ever experiment with anything 3d related, and I'm actually suprised how quick I was able to pick it up in just one evening (using blender).

I do have some questions though;

- Blender seems to be using something called BMesh, which supports ngons instead of triangles. As far as I know most game renderers use triangles. Is using bmesh a bad practise for models in gamedev?

- My model seems to have some strange shading in the editor, and also some strange shading (artifact?) in the render near the ear. I don't really know how to figure out what's causing this. Any idea's?

Any general pointers what I could improve on the mesh are welcome, very new to this stuff.

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« Reply #2136 on: February 16, 2013, 10:44:27 am »

- Blender seems to be using something called BMesh, which supports ngons instead of triangles. As far as I know most game renderers use triangles. Is using bmesh a bad practise for models in gamedev?

About all the apps support ngons. Blender was actually really late to the party there. For games, your final mesh you'll mostly want quads, and triangles for trickier areas. You can use ngons while modeling, just be sure to clean them up by making them into quads or triangles for your final model.

So in your Pikachu, around the eye there, you have a few 5-sided faces. You can just the knife tool (k) to make a few cuts to turn them into triangles/quads and you'll be good to go.

- My model seems to have some strange shading in the editor, and also some strange shading (artifact?) in the render near the ear. I don't really know how to figure out what's causing this. Any idea's?

Most likely you have flipped normals (faces facing inside rather than outside). Tab into Edit mode, Select all (a), and recalculate normals (Ctrl+n).

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Dr.Electro
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« Reply #2137 on: February 16, 2013, 03:59:41 pm »

finished this Soul Prison tower yesterday



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« Reply #2138 on: February 16, 2013, 06:25:48 pm »

About all the apps support ngons. Blender was actually really late to the party there. For games, your final mesh you'll mostly want quads, and triangles for trickier areas. You can use ngons while modeling, just be sure to clean them up by making them into quads or triangles for your final model.

So in your Pikachu, around the eye there, you have a few 5-sided faces. You can just the knife tool (k) to make a few cuts to turn them into triangles/quads and you'll be good to go.
But that would mean that I would have to manually cut all ngons into triangles? That sounds like quite a hassle. But I did manage to fix up the eye there Smiley

Most likely you have flipped normals (faces facing inside rather than outside). Tab into Edit mode, Select all (a), and recalculate normals (Ctrl+n).

Haha I messed around with the ears for so long, I can see that I messed that up somewhere. ctrl+n did the trick, thanks!
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« Reply #2139 on: February 16, 2013, 07:06:10 pm »

But that would mean that I would have to manually cut all ngons into triangles? That sounds like quite a hassle.
Only if you care how it is triangulated. If it doesn't deform with animation, is pretty-much planar and has minimal UV deformation then there really shouldn't be any need.
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