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Skeleton Pack Blog 1
Skeleton Pack Blog 1
| Name: | Andy Hawkins | ![]() |
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| Date Posted: | Jun 27, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Andy Hawkins |
Blog post
I just thought I start a blog on the Skeleton Pack now it's been released. YAY! 6 months of development - phew! Well that's how long it takes when I can only spend 2 hours a nite on it.
I've re-introduced myself to my family, and other responsibilities, like the garden - oh how I love gardening!! No really I do. I was out there on the weekend of the launch, digging earth, pulling out weeds and thinking, if only game dev could be like this. You have a problem like, that mound of dirt is too high, well dig it out, and dump it in the barrow. Or the grass along that fenceline is just too ugly - just pull it all out.
Game dev on the other hand is not trivial at all! For example I got my head around the IK requirements for Torque so my TODO list that particular evening was ... finish weight maps, convert skelegons, add goal nulls, animation run sequence, export to torque, script cs file to load dsq, play!
How it actually went was... finished weight maps, tested simple arm move by looking at it ShowTool Pro - and URK!!!! Wait a minute - that looks nothing like the animation I just did in Lightwave - what the?!!!! Lots of swearing, frustration, tweak a little, test, tweak some more, test and 6 hours later I hadn't got past the first step - was this pack ever going to get finished?
So now it's out I will be looking at improvements - and first order of the day (or month) is get the animations running in Max. Then next month, Milkshape.
Thanks to everyone who helped, showed interest, and a special thanks to those who have purchased the pack so far. Bye for now.
I've re-introduced myself to my family, and other responsibilities, like the garden - oh how I love gardening!! No really I do. I was out there on the weekend of the launch, digging earth, pulling out weeds and thinking, if only game dev could be like this. You have a problem like, that mound of dirt is too high, well dig it out, and dump it in the barrow. Or the grass along that fenceline is just too ugly - just pull it all out.
Game dev on the other hand is not trivial at all! For example I got my head around the IK requirements for Torque so my TODO list that particular evening was ... finish weight maps, convert skelegons, add goal nulls, animation run sequence, export to torque, script cs file to load dsq, play!
How it actually went was... finished weight maps, tested simple arm move by looking at it ShowTool Pro - and URK!!!! Wait a minute - that looks nothing like the animation I just did in Lightwave - what the?!!!! Lots of swearing, frustration, tweak a little, test, tweak some more, test and 6 hours later I hadn't got past the first step - was this pack ever going to get finished?
So now it's out I will be looking at improvements - and first order of the day (or month) is get the animations running in Max. Then next month, Milkshape.
Thanks to everyone who helped, showed interest, and a special thanks to those who have purchased the pack so far. Bye for now.
Recent Blog Posts
| List: | 07/28/08 - Lightwave Tut and BRAVE progress 05/31/08 - BRAVE Troop Deploy Code and Modelling 05/15/08 - BRAVE Base Camp 05/04/08 - BRAVE Beta Release 04/27/08 - BRAVE - London 4 04/21/08 - BRAVE - London 3 04/13/08 - BRAVE - Awwwright! - London 2 04/09/08 - BRAVE Update - London 1 |
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Submit your own resources!| Canon (Jun 27, 2006 at 14:46 GMT) |
I'm totally agree with you, making a content pack is not so easy, especially for the first one.
Christophe
| bank (Jun 27, 2006 at 15:02 GMT) |
And, good luck on moving to 3dsmax/milkshape!
| Rex (Jun 27, 2006 at 15:13 GMT) |
I 'think' one config may be to realign your mountNodes Pivots a little...for mounting Objects/Images... that may be all that's needed; well, and a good .CFG file to get rid of some of the extra Nodes/IK solvers/controllers...etc..they don't do much in Ms3d, unless they're chained correctly.
Let me know if you need any advice about the Milkfarm.
| Maxwell Marsh (Jun 27, 2006 at 15:38 GMT) |
| Michael Cozzolino (Jun 27, 2006 at 15:57 GMT) |
It's obvious you put a lot of work into this. With the scripts added and the melee and most importantly Lightwave support that we have so soarly needed. Can't wait til Dave's new exporter.
| Todd Pickens (Jun 27, 2006 at 16:22 GMT) |
| Eric Johnson (Jun 27, 2006 at 21:54 GMT) |
Edited on Jun 27, 2006 22:33 GMT
| Andy Hawkins (Jun 27, 2006 at 23:03 GMT) |
@Everyone - thanks for your kind and constructive comments - I was thinking I might get flamed - but everyone here has a responsible and supportive nature which is awesome. Glad to be here :)
@Michael - let me know what you think when you purchase it. I would be interested to see how GG have deployed the videos as well so let me know.
| Rex (Jun 28, 2006 at 01:46 GMT) |
...but ya know, I never tried to Import a LW file into Ms3d, so that may be a straight cross over...? Hm....I have never used or evaulated LightWave, while I have been animating with fragMOTION recently and found I quite like it, :). I was animating quickly with FK and the IK system that works fairly well. As long as you can get a file into DTSPlus! range...everything is good.
Edited on Jun 28, 2006 01:57 GMT
| Andy Hawkins (Jun 28, 2006 at 02:07 GMT) |
| Korpos (Jun 28, 2006 at 03:41 GMT) |
I have another for you if you are up to it! I was thinking on how to use NaturalMotion Endorphin, with Lightwave....just kidding.. not your task... it is something that I am trying to do for all the death ragdoll animations.! :D We have it done in our game www.theelixir.com.ar but.. we used 3dMax.. now we switch over to LW, and we are working on learning how to use LW for Torque etc.
Do you think that what I want to do is possible?
| Andy Hawkins (Jun 28, 2006 at 04:31 GMT) |
Thanks for your thanks :)
| Evi - Cubix Studio (Jun 28, 2006 at 08:24 GMT) |

| Andy Hawkins (Jun 28, 2006 at 09:16 GMT) |
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