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#1 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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A really nice addition
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#2 |
Rear Admiral
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Well this is fairly awesome.
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#3 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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cool stuff !
![]() are they animated, or is that impossible atm ?
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Stormy...... |
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#4 |
Gunner
![]() Join Date: May 2010
Posts: 94
Downloads: 43
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Hi Kaleuns,
great that you like it! More crew members will arrive soon! @Stormfly: At the moment, the new crew members are static objects, but the goal is clearly to implement simple animations. I first thought of keyframes, but quickly realized them not to be the appropriate way to animate human bodies. I already asked Diving Duck for help and I repeat my demand here: if anybody could help me implementing bone or mesh animations in SH3, please please contact me! I won't make it by myself, but with a strong community I think almost nothing is impossible! Best regards, MCHALO12. |
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#5 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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horaay
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#6 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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![]() Quote:
Nice work mate ![]() For the crew animation i was testing some way to integrated them in a non conventional way but my workload is a little heavy at the moment but later on in spring i will test it and if everything work like it should i will post a video series to explain how i made it ![]() For myself i would prefer empty space then inanimated mannequins or putting them in bed using particle system you could arranged different sleeping pose and make the particle system change them over time i mean you can used solid static mesh object as particle like a body ![]() Best regards Hans |
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#7 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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This the same kind of system you were considering for modelling interior flooding? ![]()
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#8 |
Stowaway
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#9 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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He said he'd look into it. He didnt make any promises.
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#10 |
Bosun
![]() Join Date: Apr 2015
Location: Depth charged 180m below
Posts: 62
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Thanks, hopefully
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#11 |
Stowaway
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You need to do a mesh animation of each actor.
Then import with S3D. Useing StateMachine, you can have reactions to States. To make animations easier? Search for CrypticARSetup. ![]() |
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#12 | |
Gunner
![]() Join Date: May 2010
Posts: 94
Downloads: 43
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![]() Quote:
you obviously know a lot about this topic. I already tried to import a simple mesh animation in S3D, but did not get any working results. Could you please please explain it a little bit more detailled to me (perhaps in a PM, if you like)? I also do not know anything about state machine controllers... What are they for? @Hans Witteman: I do not share your opinion, I think crew members as static objetcts are at least one step towards a "Das Boot" feeling. Of course animated bodies are much more advanced, but therefore, the static objects have to exist anyway. Best regards, MCHALO12. |
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#13 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
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As is happening in sh5 any extra crewmen static or not is a move forward. I play sh5 mostly but find it frustrating with crashes and my graphics card has problems with it . I love the stability of sh3 gwx with fm interiors but find the sub a ghost place so extra crew even static will enhance the game in my view, so static is better than none please.
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#14 | |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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#15 |
Gunner
![]() Join Date: May 2010
Posts: 94
Downloads: 43
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Hi guys,
a few new pictures of my version of "Johann": ![]() ![]() ![]() ![]() @Raymond: Good idea, I did not know, that there was such an animation in SH4 until now.... Could be worth a try! Best regards, MCHALO12. |
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