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Old 03-07-21, 02:53 PM   #1
Jeff-Groves
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One thing we need to figure out.

How to animate that sail!
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Old 03-07-21, 02:59 PM   #2
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Originally Posted by Jeff-Groves View Post
One thing we need to figure out.

How to animate that sail!
Yes, I had thought about that too. A key-framed animation could be done in Blender. That would involve importing the sail as dat object, which I am a bit reluctant to do for two reasons:

- the sail wouldn't cast any dynamic shadow on the boat;

- the last time I tried to import an animation with s3d (do you remember the DC-man?), it was a nightmare...
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Old 03-07-21, 03:01 PM   #3
Jeff-Groves
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I have insight to GR2 animations.
Not proven but then again? I just proved We can Ghost TDW's program.


I don't claim to be a Game Master for no reason.
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Old 03-07-21, 03:03 PM   #4
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@ Jeff

on the topic of animated boat parts, I am planning to make the davit pulley to swing. I only hope that the obj_pendulum controller will work with it as well as it does with bananas in the control room lol
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Old 03-07-21, 03:06 PM   #5
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That would be greatly accepted!

Your contributions will lead to another Program to assist all modders now and in the future.
Okay, let me dig in my HD for them. By the way, it would be okay if I sent you the gr2 file where they were inported (coarse import) rather than the origina obj files?

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I have insight to GR2 animations.
Not proven but then again? I just proved We can Ghost TDW's program.
But then we would need to create a vectorial animation, and I have no idea how to do it...
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Old 03-07-21, 03:10 PM   #6
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IF you used a loose import? The files are corrupt as I see it.
TDW's loose import really screws the pooch!
Totally wrong way to do it and I did warn him about that YEARS ago!
I prefer untouched obj files as you created them.
That way there are no surprises.
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Old 03-07-21, 03:15 PM   #7
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Animations?
Well I did tell you how to export them and gave links to the programs to do so.
Nice thing is once exported? One can gain information to edit or create new animations.


Never tried attaching a dat animation to a GR2 unit myself.
And I was looking and still have that dc-Man stuff. I'll check those again.

I think I see the problem. Will adjust and see what happens.
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Old 03-08-21, 11:39 AM   #8
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Quote:
Originally Posted by AKBBY
the pilot house and stack are different from the black hull and the predominantly rust red keel colors
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A quick update and a couple of pictures for showing you my progress with the puffer model:




Well That comes damn close to what I envisaged! Well done Sir!

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One thing we need to figure out.

How to animate that sail!
As a professional Jibman in my own right, 'animation of the jib' (luffing) is generally frowned upon

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Old 03-08-21, 07:19 PM   #9
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Well That comes damn close to what I envisaged! Well done Sir!
Any other color suggestions, for more variety?

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As a professional Jibman in my own right, 'animation of the jib' (luffing) is generally frowned upon
In your typical style you are making an excellent point: a correctly trimmed sail does not flap, so there is little space for its animation
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Old 03-09-21, 12:35 AM   #10
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In your typical style you are making an excellent point:
One could infer U like: "the cut of my jib"!
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Old 03-09-21, 05:56 AM   #11
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Quote:
In your typical style you are making an excellent point: a correctly trimmed sail does not flap, so there is little space for its animation
If you want an animation for the puffer may i suggest raising the Mainsail?


or have some crew moving about?



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Old 03-09-21, 07:35 AM   #12
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If you want an animation for the puffer may i suggest raising the Mainsail?


or have some crew moving about?



Les
Crew moving about: planned
Anchor davit's pulley swinging with waves: planned
Steam whistle whistling and puffing: planned
Raising the mainsail: that would be cool but it is more complicated. I can't promise about it, but thank you anyway for the suggestion
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Old 03-09-21, 07:57 AM   #13
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Crew moving about: planned
If you (or anyone else) find a way to edit characters (meaning, ability to substitute new meshes/textures or even possibly import animations), please do share how.

I was once (when making coaster pack) considering creating an entire entourage of civilians (passengers, fishermen, merchant officers) to replace the soldiers/navy sailors on civilian/neutral ships, but I couldn't find a way even to access .chr files without which even shuffling about existing meshes to get more combinations was impossible).

Still have my old research though and would still like to give our Kaleuns some pause by having them spot innocent passengers on deck of that fat nice liner
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Old 03-09-21, 09:03 AM   #14
gap
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Originally Posted by kapuhy View Post
If you (or anyone else) find a way to edit characters (meaning, ability to substitute new meshes/textures or even possibly import animations), please do share how.

I was once (when making coaster pack) considering creating an entire entourage of civilians (passengers, fishermen, merchant officers) to replace the soldiers/navy sailors on civilian/neutral ships, but I couldn't find a way even to access .chr files without which even shuffling about existing meshes to get more combinations was impossible).

Still have my old research though and would still like to give our Kaleuns some pause by having them spot innocent passengers on deck of that fat nice liner
Hi kapuhy,

I don't think we can create new character parts or new animations with the tools we have currently available, though the program that Jeff was pointing us to a few months ago looks promising.
We can nonetheless:
  • put together vanilla heads, torsos and legs to create "new" characters;
  • make those character to wear hats and to hold various items;
  • apply vanilla animations to them;
  • make them to move between a custom set of waypoints.

The tools required for performing those tasks are Goblin Editor, notepad and (for waypoint editing) TDW's GR2 Editor.
If memory serves the process is a bit tricky because there is a specific order which must be followed when merging relevant files in Goblin Editor; right now I can't go into details though, as it has been a long time since I last messed with character, and currently I have not even the game installed.
I promise I will write a tutorial as soon as I familiarize again with those files
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Old 03-10-21, 05:38 AM   #15
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Quote:
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Steam whistle whistling and puffing: planned
What trigger will you use to make the whistle work ?
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