Author Topic: battle animation  (Read 11623 times)

Offline Nighthawk

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Re: battle animation
« Reply #60 on: August 16, 2007, 02:33:42 PM »
Just a few questions to ask...
How long is this animation going to be? Is it planned for 5 minutes or 25?

How are you going to animate the characters? With the biped figure in 3dsMax or some other method?

And finally, what about physical ship damage? How will you create holes, explosions and debris?
it's planned to be more or less 2 or 3 minutes.
and, if it ends as I want it to be, intense.

either biped, bones or any other skeleton is basically the same. biped has motion editors, so maybe I'll use bipeds when the crew moves and morphing and skeletons in close takes.

as for the damage, there's not much time to damage a ship, I'm planning to do a new take where those two ships I showed earlier ^^ (the saber and the intrepid) face the Dominion cruiser (in the sequence with the Sovereign) and it destroys the saber and leaves the Intrepid derelict with a few shots. and I intend to take the shot in a wide angle to cover as much action as posible in one shot.
the only take where you can see the damage just lasts two or three seconds, so I think I'll use some post-production tricks.
explosions won't be a problem. I can build up a sequence from NanoFX's textures. I got some templates from Detonation Films as well.
for debris, a crappy low-poly model, some basic texturing, PArray, Glow and some fast changes on the scene so you can't see that I remove the ship and place the model I'll blow up :D
I've already built up a test of it: the scene with the bugship. it doesn't have debris, tho. but that's the procedure.

EDIT: I'm including a captain in the stock crew. (the player, whoever he is, it's someone, so someone usually has a face)
I posted a poll to decide which face you like the most.
pics of each one included

1-Gregory McCray (stock BC)
2-Barney Calhound (HL2)
3-Wallace Breen (HL2)
4-Random capt.1 (facegen)
5-Random capt.2 (facegen)
6-Random capt.3 (facegen)

Offline Nighthawk

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Re: battle animation
« Reply #61 on: August 27, 2007, 03:18:53 PM »
been busy lately.
a test run of new materials and lighting.

http://www.sendspace.com/file/6pfnbf

.bik player required

Offline cordanilus

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Re: battle animation
« Reply #62 on: August 27, 2007, 04:35:49 PM »
That's amazing dude. :D  Keep up the awesome work you're doing.

Offline Nighthawk

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Re: battle animation
« Reply #63 on: August 29, 2007, 12:35:07 AM »
it wouldn't be a good battle without good fireworks lol


Offline Creative Inc

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Re: battle animation
« Reply #64 on: August 29, 2007, 10:40:10 AM »
Nice... I'll be talking to you about those flares. :)

Offline Nighthawk

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Re: battle animation
« Reply #65 on: August 29, 2007, 01:28:05 PM »
setting up the chase scene in GMax, before copying it to 3d studio.
http://files.filefront.com/0028avi/;8431091;;/fileinfo.html

as far as completion goes, one space scene is finished, three need some tweaks, and the characters are almost fully animated.
the bridges are ready and awaiting the crew. gotta line up the lighting, tho.

EDIT: pics of that scene. LC's Defiant is, IMO, a masterpiece.

Offline Nighthawk

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Re: battle animation
« Reply #66 on: September 03, 2007, 01:47:12 PM »
new update: finished the cap'n and will merge it with the scene hopefully this evening.
there are chances of that uniform to appear, but that's highly unlikely

Offline Legacy

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Re: battle animation
« Reply #67 on: September 03, 2007, 04:06:06 PM »
You know, that defiant looks cool under lighting.
Two things, perhaps add some motion blur at the scene, specially if it's dynamic.
Second, why not use real cG models? just a question anyway, looks good with those models.

Offline Nighthawk

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Re: battle animation
« Reply #68 on: September 03, 2007, 04:33:39 PM »
Two things, perhaps add some motion blur at the scene, specially if it's dynamic.
indeed, indeed.
the final movie will be with blur. those are just still pics I took in the meantime.

Second, why not use real cG models? just a question anyway, looks good with those models.
I'm not sure I got your point.
what you mean with CG models? those are CG. you mean the characters or the ships?

Offline Legacy

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Re: battle animation
« Reply #69 on: September 03, 2007, 04:58:39 PM »
High poly CGI models for ships instead of ingame models.

Offline Nighthawk

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Re: battle animation
« Reply #70 on: September 03, 2007, 05:32:09 PM »
High poly CGI models for ships instead of ingame models.
that's not completely necessary.
with the correct lighting and materials, any BC model, like those in KM 1.0 can be used.
in fact, the bugships are those from DS9FX, which were edited by p$ych0 to be "light", poly-wise. the cruiser is the KM 0.9 one.
the sovereign I'm using is CG's sovereign, with Creative's advices on texturing it looks like a studio model rather than a BC ship.
and in the other hand, they're faster to render ;)

I'm in a rush, gotta finish this for the end of this year so I can pass the course.
if I had more time, I'd make a real BIG cgi movie, with more detailing. but considering that I started using stock BC and non-KM (not even 0.9) models, this is far better than what I could ask for.

Offline Nighthawk

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Re: battle animation
« Reply #71 on: September 05, 2007, 11:18:33 AM »
the good guys come to aid.
scene 3 ready.


Offline Creative Inc

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Re: battle animation
« Reply #72 on: September 06, 2007, 08:33:23 PM »
You better hope to god you render this thing in wide screen :P

Offline Billz

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Re: battle animation
« Reply #73 on: September 06, 2007, 09:24:33 PM »
On the previous page, Miguel looked like a young Ringo Starr and Felix looks like Shaquille O'Neal. LOL

Great work.
Can't wait for 2014 to start.

Offline Nighthawk

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Re: battle animation
« Reply #74 on: September 07, 2007, 11:16:26 PM »
You better hope to god you render this thing in wide screen :P
I want to, but I don't know if setting 16:9 in the render options will stretch the frame or cut it
it should cut it.

On the previous page, Miguel looked like a young Ringo Starr and Felix looks like Shaquille O'Neal.
LOL
blame Facegen.

I have some bad news tho, my comp is dead and I have to halt all machinima and modding work for at least until next friday.
luckily, it's just a system upgrade.

Offline Nighthawk

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Re: battle animation
« Reply #75 on: September 25, 2007, 01:04:44 AM »
well, so my compy is back online. sort of.
I could finally put my hands back in the sovvy bridge, and decided to restart it, texture-wise.
so thanks to the niftools plugin, I could skip the modelling work and center on the textures.

these are the latest pics. this far, gotta fix some textures and composite the lighting. outside that, it's almost ready.
and since time is short, the Intrepid bridge is also coming....

EDIT: a .bik preview of the red alert sequence. the ceiling differs in color, cuz the pics are ealier than this
http://www.sendspace.com/file/95022a

Offline Excal_Luke

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Re: battle animation
« Reply #76 on: September 30, 2007, 03:16:43 PM »
thats amazing  :shock:
so cool, i cant wait to see the fnished thing

Offline Legacy

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Re: battle animation
« Reply #77 on: September 30, 2007, 04:45:13 PM »
Looks good. well... as good as that thing can look.
Of course my sig looks better.. J/K

Offline Billz

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Re: battle animation
« Reply #78 on: September 30, 2007, 07:00:18 PM »
Looks good. well... as good as that thing can look.
Of course my sig looks better.. J/K

I was wondering about yours and Marks siggies. Are they brand new models or retextures of the stock models?

This also looks great.
Can't wait for 2014 to start.

Offline Jb06

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Re: battle animation
« Reply #79 on: September 30, 2007, 07:20:46 PM »
You can definitely tell they are new bridges, high poly count aswell by the looks of it.

~Jb06

JL Studios