newbones - an experimental skeleton

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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Sun Aug 10, 2008 7:41 am

Sat Aug 16, 2008 5:20 pm

  • i decided to stop using the insurrectionist model, so i made my own. i made it a fairly generic male shape, without any extra detail. the weird little spikes coming out of the upper and lower arms are simply to make it easier to see how bones are rotated when posing.

    Imagenewbones-0005.pk3
    zuriastrad
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Sat Aug 16, 2008 8:54 pm

Sat Aug 16, 2008 9:43 pm

  • forgot to mention. i've made the hands fully articulated.
    zuriastrad
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Sun Aug 17, 2008 12:37 am

  • Wow, nice work! Soon we'll be able to give the finger? ;) But seriously, it's nice to see that this is being worked on.

    I started working on a player model months ago but I doubt I could do animation and the whole importing/exporting is scary, I haven't seen any guide or tutorial that explain to do it correctly so I pretty much gave up. You're working on making it less scary so I'm sure it'll make it less frustrating for modelers to give it a try.
    nifrek
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Sun Aug 17, 2008 3:20 am

  • Animated fingers? :P What about animated jaws?
    I'M BATMAN!
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    HarryButt
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Wed Aug 20, 2008 9:04 pm

  • nifrek- yeah, my plan is to make it as simple as possible for a new modeller to re-use the skeleton. i like the idea of being able to give the finger. :)

    harrybutt-
    funny you should mention animated jaws. i've been thinking about facial animation. i don't reckon i'll do it just yet, but it's something to bear in mind for the future.
    zuriastrad
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Wed Aug 20, 2008 9:20 pm

  • i allowed myself to get sidetracked and so a little bit of texturing to make it easier on the eyes. also, it's occurred to me that it wouldn't hurt to do a bit of work on the mesh, i'd like it to be a good generic male body shape so that future modellers can use it as a guide to build their models on. i think the proportions might need a little tweaking, any feedback on this would be very welcome.
    Image
    newbones-0006.pk3
    zuriastrad
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Wed Aug 20, 2008 9:22 pm

  • zuriastrad wrote:any feedback on this would be very welcome.
    I'd say, that you should add a little more length to the legs. Especially the lower leg part. Otherwise it seems okay to me.

    EDIT:
    Image
    Since I couldn't find a fitting image on the net, I'm gonna show you what I have learned about human proportions. The basic measuring unit of a human body is the head. Usually the height of an average human is between 6 and 8 heads. The upper chest fits in the upper four "head"-sections, while all the lower body parts fit into the lower four. The pelvis marks the vertical center of the body, as long as you don't screw up like me. :P
    The length of a hand / a foot equals the length of the face. An arm in an extended relaxed position reaches somewhere about the center of the thighs. And that's basically it. Not too complicated actually.
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    HarryButt
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Wed Aug 20, 2008 10:03 pm

  • thanks harrybutt. :)
    zuriastrad
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Wed Aug 20, 2008 10:38 pm

Sun Aug 24, 2008 1:26 pm

  • 'fraid i'm going to put this idea on hold, due to the bugs in the export script. i had been hoping that i could make a blend file for each animation to get round the inability to export specific animations, but i've found out that it doesn't even work properly when you export everything. (as i found out when i tried to make that flag model).

    i'll go make to making static models and playing around with gtkradiant.
    zuriastrad
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Sun Aug 24, 2008 4:34 pm

  • zuriastrad wrote:'fraid i'm going to put this idea on hold, due to the bugs in the export script. i had been hoping that i could make a blend file for each animation to get round the inability to export specific animations, but i've found out that it doesn't even work properly when you export everything. (as i found out when i tried to make that flag model).

    i'll go make to making static models and playing around with gtkradiant.

    Perhaps we can find someone who may know how to fix the script? There's gotta be a python developer around interested in this :). I'd hate to see this project lose interest.
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