Player Models - Concept art, previews and progress.

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Grasshopper » Mon Jun 22, 2009 1:06 pm

im interested in learning blender and maya . i have blender right now going thru tuts and such but any heads up is nice . i would like to contribute sometime in the future .
Master ? Do you call me Grasshopper because I am cunning and stealthy?
NO ! Because you are Ugree , Rike insect !
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Postby paperclips » Mon Jun 22, 2009 2:10 pm

Grasshopper wrote:im interested in learning blender and maya . i have blender right now going thru tuts and such but any heads up is nice . i would like to contribute sometime in the future .
Checked this thread, especially this link?
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Postby Morphed » Mon Jun 22, 2009 2:27 pm

I agree with FruitieX that she is not prepared for battle, she would fit second life shopping centre perfectly but not battle field full of explosions and bullets flying everywhere :P

I LOVE the workflow. I like the way the animations are separate from the mesh file. It really makes it easy for animators to work separately from modellers
I love it too :)

I actually am for unique animations for each characters but that means more work AND the most important thing, releasing the models with all the animations, bones/joints/rigs, so that others could change anything if needed.
for all these years no one produced nice animations for nexuiz, so lets aim to have separate anims for each model, lets aim for impossible \o/
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Postby ihsan » Mon Jun 22, 2009 3:09 pm

FruitieX wrote:Your zym importer script seems to work, although the animations seem to be broken. The keyframes are there in the action editor, but moving the green line around does not do anything in the 3d view (in pose mode). Exporting is apparently broken too, as it writes a 437 byte file which I assume won't work :)

Or maybe I'm doing something wrong?

Edit: Animations now work after disabling interpolation


The only script which doesn't work is the zym exporter. It is a place-holder at the moment. To get a working zym use the nexuiz smd exporter to output the mesh and animations in smd format, then run zmodel (or dpmodel) on the smds.
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Postby FruitieX » Mon Jun 22, 2009 5:43 pm

ihsan wrote:
FruitieX wrote:Your zym importer script seems to work, although the animations seem to be broken. The keyframes are there in the action editor, but moving the green line around does not do anything in the 3d view (in pose mode). Exporting is apparently broken too, as it writes a 437 byte file which I assume won't work :)

Or maybe I'm doing something wrong?

Edit: Animations now work after disabling interpolation


The only script which doesn't work is the zym exporter. It is a place-holder at the moment. To get a working zym use the nexuiz smd exporter to output the mesh and animations in smd format, then run zmodel (or dpmodel) on the smds.


Weird, when I tried this and compiled my model, the zym only has one animation for all the actions, even though the smd files are of different sizes, zmodel outputted the correct frame numbers etc... Do I need anything else than the .zym file for it to work?
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Postby ihsan » Tue Jun 23, 2009 1:30 am

FruitieX wrote:Weird, when I tried this and compiled my model, the zym only has one animation for all the actions, even though the smd files are of different sizes, zmodel outputted the correct frame numbers etc... Do I need anything else than the .zym file for it to work?

zmodel uses a text file to link it's smds and configure the animations, in the sources it is config-zym.txt.
Use the smd exporter to export "all animations" from your imported zym and modify config-zym.txt to use those smd's for animations when compiling.
It takes a while to configure the first time but I promise that the first time you get this to work you will think it's the best way this could possibly be done.
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Postby Sinister » Sat Jul 11, 2009 1:03 pm

guys, what if i'll take a concept of model from ut2004 ? I'm really like one of the models..
do this too bad? :roll:
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Postby ihsan » Sat Jul 11, 2009 6:15 pm

Sinister wrote:guys, what if i'll take a concept of model from ut2004 ? I'm really like one of the models..
do this too bad? :roll:

That would mean it can't be GPL and, hence, not included in an official release. Doesn't mean it's not worth doing.
If you just like the general idea of the model but plan to make something similar from scratch, that would be OK. As my art teacher said; we all get inspiration from the things around us, we can't un-see what we have already seen, so as long as your intention is not to make a copy then it should be OK. At the very least, if you want something to look like something else, let a day pass and work from memory. It will turn out pretty different.
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Postby Sinister » Thu Jul 23, 2009 6:11 pm

here is screenshot of original concept and my.
red circles on original is details that i changed
red on "my" is possible details
maybe someone could advice me about concept and GPL
Image
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Postby paperclips » Thu Jul 23, 2009 7:03 pm

Sinister wrote:here is screenshot of original concept and my.
red circles on original is details that i changed
red on "my" is possible details
maybe someone could advice me about concept and GPL
Ehm... please repost the picture over at nexuizninjaz gallery. thanks in advance.
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