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| Right. I am going to do a project... No, really! http://www.runestorm.com/forums/viewtopic.php?f=95&t=76429 |
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| Author: | raziel [ Fri Oct 08, 2010 4:03 am ] |
| Post subject: | Right. I am going to do a project... No, really! |
I am currently studying Computer science at university. It has been recommended that we practice any sort of coding or scripting throughout the year, as such I shall be making a weapon, if that goes well then I may make more. But for now I shall only focus on building one completely. What I am planning: Name: Rift Claw Description: A clawed gauntlet with talons on the back. Alpha coding: Will deal a fair bit of damage, that is all. Beta coding: Will deal more damage, but will also hit with damages to self (maybe just make this the alt attack?) Gamma coding: Will give the user vamperism when using it, but constantly drains health? etc I shall be using this as a log for the project, I hope to update it regularly, but as I say, I am at university so working/partying comes first ~.^ Mal P.S Enjoy? === Edit=== Sorry, just needed to throw something together so that I know what I am talking about when I come back later ~.^ Attachment: 1.png Enjoy? Mal P.S again, alot of this is guesswork (ie how many diversions per rounded edge etc...) |
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| Author: | Captain Xavious [ Fri Oct 08, 2010 12:05 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
Sounds cool. I have an idea for a Cryon weapon similar in concept to this, but I lack the motivation to model it. This right here sounds like a really good first project. Its simple, unique, and easy enough to code. For some pointers, look at the Dark Star's MeleeFireMode code for vampirsm stuff, and check out the RSNovaStaff class for life drain. Just make it -1 health per tick instead of 1 gained, and put in for the if part to make sure the health isn't lower than 5 or so instead of being higher than 150 to see if it won't drain life or not. If you need help animating, I made a blender tutorial for that, and I can probably give you some pointers too. |
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| Author: | raziel [ Fri Oct 08, 2010 12:24 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
Captain Xavious wrote: Sounds cool. I have an idea for a Cryon weapon similar in concept to this, but I lack the motivation to model it. This right here sounds like a really good first project. Its simple, unique, and easy enough to code. It is a tad easier then my other ideas I had ^^; Captain Xavious wrote: For some pointers, look at the Dark Star's MeleeFireMode code for vampirsm stuff, and check out the RSNovaStaff class for life drain. Just make it -1 health per tick instead of 1 gained, and put in for the if part to make sure the health isn't lower than 5 or so instead of being higher than 150 to see if it won't drain life or not. Thanks for the tip, I'll be sure to look that up once I manage to get the modelling done ![]() Captain Xavious wrote: If you need help animating, I made a blender tutorial for that, and I can probably give you some pointers too. Thank... that would be great... one quick question now, if I may: should I model the fingers (which should move the most) separately then do an assembly as you would do on pro-desktop? (ie just import the fingers to the main file and use that to animate them) Many thanks for the help there ![]() Mal P.S first things first... find a way to get the file into blender without loosing the shape (as what happened with above -__-; ) === Edit === Ignore that P.S I figured out the problem... hope you enjoy the newer pic (which shows the poor quality of the model ^^;) Attachment: 3.png Enjoy
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| Author: | Captain Xavious [ Fri Oct 08, 2010 12:53 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
raziel wrote: Thank... that would be great... one quick question now, if I may: should I model the fingers (which should move the most) separately then do an assembly as you would do on pro-desktop? (ie just import the fingers to the main file and use that to animate them) Many thanks for the help there ![]() It depends on how its going to look. For more mechanical, inorganic things, you might as well make the moving parts as separate geometry, but if you would see where the fingers meet the rest of the hand, you may want to make it one piece. But if you wouldn't be able to see the seam, you can just as easily make them separate. Its not terribly hard to right the mesh so that fingers bend right, but it could be frustrating for a first time experience. |
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| Author: | raziel [ Fri Oct 08, 2010 1:59 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
I think that the animations maybe terrible when I do them... but once I figure out where I went wrong I will improve it ![]() I don't know why, but I'm really buzzed about this project ^^; Another picture Attachment: 4.png Thanks for the tips again Xav ![]() Mal P.S and thanks also for the interest ~.^ |
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| Author: | Captain Xavious [ Fri Oct 08, 2010 2:10 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
No problem. Animations are actually quite easy, and if they don't look top notch, its really easy to go back and tweak them until they are. Now, are you going to have that replace the BW guy's hand, or go over it? It would probably be easiest to have it replace the hand (even if you have to remake some fingers and such as part of the mesh) than to move with the hand because it'll be a pain in the butt to get things lined up unless you do some tricky skeleton rigs. Then you can import the BW FP arms, delete the faces from the geometry of the wrist up, line it up, then rig it up. |
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| Author: | raziel [ Fri Oct 08, 2010 2:29 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
Captain Xavious wrote: No problem. Animations are actually quite easy, and if they don't look top notch, its really easy to go back and tweak them until they are. Now, are you going to have that replace the BW guy's hand, or go over it? It would probably be easiest to have it replace the hand (even if you have to remake some fingers and such as part of the mesh) than to move with the hand because it'll be a pain in the butt to get things lined up unless you do some tricky skeleton rigs. Then you can import the BW FP arms, delete the faces from the geometry of the wrist up, line it up, then rig it up. I was planning on cutting the hand off at the wrist then sticking this on the end... no idea how hard that would be... ^^; I don't normally use blender so this could get interesting... I found a tutorial of how to make arms and hands move easily (apparently) so I shall follow that ![]() I think I shall call it a night as I have to go soon ^^; Thanks again for commenting, it has kept my interest in this ![]() Mal P.S I couldn't find the BW FP arms earlier... so lots of looking later =P |
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| Author: | Captain Xavious [ Fri Oct 08, 2010 2:44 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
Cutting off the hands at the wrists is easy, no problem there. As for the BW FP arms, they're in my tutorial, all rigged and ready for animating. viewtopic.php?f=74&t=75786 |
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| Author: | Sgt. Kelly [ Mon Oct 11, 2010 12:04 am ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
A Ballistic Weapons coding project? Very good choice! Hands on learning like coding guns is very easy and is a very helpful extracurricular way of enhancing your proficiency in Computer Science. I'm majoring in CompSci too and my years of code work is making these beginning years a total breeze. If you ever need any pointers, feel free to ask. |
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| Author: | raziel [ Mon Oct 11, 2010 1:08 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
Sgt. Kelly wrote: A Ballistic Weapons coding project? Very good choice! Hands on learning like coding guns is very easy and is a very helpful extracurricular way of enhancing your proficiency in Computer Science. I'm majoring in CompSci too and my years of code work is making these beginning years a total breeze. If you ever need any pointers, feel free to ask. Thanks, I may have to at some point ~.^ Sorry for the sudden stop in progress... 6 hours of lectures today (2 hours on, 1 hour off, then 4 hours straight -__-zzzZZZzzzz ) I just need to find time to read through the tutorials to get used to blender to begin with ^^; Many thanks again to both of you, Mal P.S Concept art for the claw below... yeah... it doesn't look like that at all XD Attachment: claw 1.jpg
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| Author: | DirectorsFury [ Fri Oct 22, 2010 6:37 pm ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
What softwear are those models made with?
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| Author: | raziel [ Mon Oct 25, 2010 5:30 am ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
Sorry for the double post, but that's what happens in a log ^^; I would also like to say sorry for the delay in the update on this... I have come across a problem... Attachment: Problem.jpg As you can see, there are too many edges/vertices/lines/idk making it a horrible mess and UV mapping nigh impossible... Trying to find a way to delete the excess lines without removing the faces atm... Many thanks for your patience Mal P.S Sorry again ^^; |
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| Author: | Blade sword [ Mon Oct 25, 2010 7:14 am ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
That's hard work I don't even know how to do this :S Anyway I can suggest you a technique, it's long unfortunately but much faster and there is no risk of face deletion In fact you have to select two faces that can form a square / rectangle and press F this will transform those two triangles in a square and remove the edges, otherwise I have nothing. |
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| Author: | Captain Xavious [ Tue Oct 26, 2010 7:11 am ] |
| Post subject: | Re: Right. I am going to do a project... No, really! |
raziel wrote: I would also like to say sorry for the delay in the update on this... I have come across a problem... [...] As you can see, there are too many edges/vertices/lines/idk making it a horrible mess and UV mapping nigh impossible... Trying to find a way to delete the excess lines without removing the faces atm... Many thanks for your patience Mal P.S Sorry again ^^; This really isn't a problem, it just comes with the territory. Look up Blender's Pelt Mapping, its really handy. What it is is a way of unwrapping the model by marking seams where it is to be cut, which forms the 'pelt', that is layed out nicely. How you use it is you select the edges to mark the seams, then hit Ctrl+E, select mark seam, then hit U, click Unwrap. You will probably need to straighten it out and do some fine tuning, but its a hell of a lot easier than doing it by hand usually. |
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| Post subject: | Re: Right. I am going to do a project... No, really! |
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