*** NEW AERAN COM ANIMATION RELEASED ! ****

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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

untitled.png
I made these to play once, has alpha channel to display different cockpit damage stages behind. His right hand is on a flat console and left hand (off frame) is holding the flight control stick (joystick). Let me know what you think:

PNGs 24p 0:05 120 frames:

https://www.dropbox.com/s/c2c88i5fojimx ... flying.zip

Theora video:

https://www.dropbox.com/s/kzurp5evvr0lr ... flying.ogg

Blend:

https://www.dropbox.com/s/8yiv87t303ayc ... pass.blend

Note that the blend will take quite some time to render, a minute to hours depending on your cpu.

To speed things up (during edit) turn off the Subsurface modifiers in Aera.Body and Universal_Translator. Remember to turn them back on before you render final.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Very good !
I like the right hand idea , and the general posture .
The animation of the body seem very natural .

You are near the perfection dear artist .
But ... :roll: :lol:
One point ( two in fact ) need to be fixed ( for the perfect anim i mean ) :
Image

1_That part of the mouth is the part of the head i prefer from you ( in 2d and 3d static ).
But in the animation , it is the worse . :wink:
I mean , these parts of lips should moove , they are fragile , sensible , and this hole in
the jaw should be open and closed , while the parts of the jaw are mooving .

2_You choosed to moove only the up part of the Jaw , that looks a little weird .
Try to open an close your mouth , and feel :
Wich part is mooving ? The down part .
A squeleton view of the Aera would be neccessary to discuss about anatomy , but my
feeling is that the bottom part should logically moove a lot in comparison of the up part .

THANK YOU VERY MUCH FOR ALL THIS WORK AND THE PNG !

I have enough right now to work at the .ani stage , and try to use the 120 frames in the
engine , to check if he like that or not . :lol:

Nice one !
:D

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Thanks, yeah the jaw was rigged to be true to the anatomy described on VsWiki, that is only the top part moves.

I think I can close the back lips, since the back lips open up for fast breathing, do pilots pant when flying?

Edit: I updated lips animation somewhat, here is the new animation:

PNG images:

https://www.dropbox.com/s/c2c88i5fojimx ... flying.zip

Theora video:

https://www.dropbox.com/s/kzurp5evvr0lr ... flying.ogg
Last edited by DarkVixen on Tue Apr 01, 2014 9:48 am, edited 1 time in total.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I think I can close the back lips, since the back lips open up for fast breathing, do pilots pant when flying?
yeah !
But for this prime test we assume this aera is a rebel that don't conform himself with
the rules .

I want to duplicate the Quest-dispute with our two aeras .ani
They will fight because of morality : To live nude or not .
:lol:

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I saw you modification , that is much better , and enough !
But i would have animated more this part , because i think that is attracting for
the viewers .

But as it is , like i said is enough for our purpose .
I keep that version , i will try a 4 poses , then work with pyglet to try to make
a " magic converter " for the 120 frames .

Then use the .ani in the disput-quest for the Aera .
If some have ideas about the speech for morality and nudity in the Aera society ,
don't hesitate !

The plan for the script :
# the flow of the quest
# (0) check if player is in system
# (1) launch the actor units
# (2) start docking dispute conversation
# (3) play dispute comm animation
# (4) start armed conflict
# (5) Aera authority call for help
# (6) play comm animation
# (7) wait for player interaction - check who's still alive
# (11) Aera authorityreward
# (21) Aera nude rebel reward
# (12/22) play the comm animation
# (30) let the winner dock at the station
# (99) finish quest
# there could be more variety:
# (a) confed militia flying in to get the trouble makers
# (b) destoyed ships spawning escape pods
# (c) some provoking conversation during the conflict
# (d) breaking off the battle after some time (and off to dock)
# (e) station calling for the guys to stop hitting her
:wink:

Edit : Just for fun , imagine AIML AI for this quest ( you can discuss with ) , and apply
the # (c) part ... ah ah ah ... we could throw Oil in fire or water , with only words .

@KLAUSS : i just seen your previous proposal with lipsync code mentoring .
Well , if you are experienced enough with python , you could make a module that is able
to analyze text ( with pyglet context for texture conversion and animation preview ). I can do that in c++ , with python i'll have to learn to work with strings, tuples etc ... before . I think the animation code is written in c++ , so i will look at that first . Thanks for the proposal . :wink:

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

:!: First test with 4 images that i selected for the anim .

The .ani is untouched , it's the oswald.ani renamed .
To use it , follow the instructions in the .rar ( very easy ! :wink: )

To see the magic in action , you must be undocked at Atlantis and wait as usual Oswald .
Yeah , Oswald was sick and replaced byan aera mercenary . 8)
Download : http://spacetechs.free.fr/VEGASTRIKEDEV ... ra_ani.rar

Please report if the background of the anim is black or transparent , with the OS you run .
thx

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

Do you have a build with ffmpeg enabled?

If so, you can try with the ogg.

If not: I will
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

I'm not sure if I would be able to test that, I'm not sure how to modify the code in order to do that, so I'll be relying on others to test that.

One question about the audio, there is a speech package that includes comm sounds, I listened to the Aera comm sounds and the problem is that speech is kind of homogenous or mono-toned, meaning there are no pauses between words.

Even with an Aera using universal translator, I anticipated the animations to still have some emotional inflection.

I believe voice overs are done after animation as opposed to animations done on pre-recorded voice, is that correct? (I just want to get an idea of the workflow here).

Lastly, what is the next line you would like me to animate? :)

I was thinking "You should have been a diplomat, you have a liar's tongue"

Edit: Here is the .blend that last updated animation.

https://www.dropbox.com/s/4j2j7nwcfts2k ... ying.blend
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

First to Klauss : You have a powerfull computer and graphic card , yeah ?
You could do the render for us in some cases ? I can't with my 2giga ram 7600 gt 512 .
DarkVixen is only limited by the number of vertices a computer can deal with .

You plan to modify the actual animation system with video ?
or you prepare the terrain for the future cinematics ( with your question about video format) ?

@Darkvixen .

The way the animations are done :

The actor record his voice first .
We make the anim then .
That is coded in the quests that use the anims .

Your workflow is very special , you make animations for a single line of speech .
That is cool , but do you consider the number of anims you'll have to make to achieve
the Oswald tutorial for exemple ?

From your 120 frames , i can make 120/4 animations .
Ok , not as realistic that the entire sequence , but the diversity is enough ( the lighting
is very cool in your sequence . Hey , TRY TO RENDER WITH A RED LIGHT ? COULD BE USED IN EMERGENCY OR WAR SITUATIONS TO REINFORCE THE STRESS FEELING .

edit :
I was thinking "You should have been a diplomat, you have a liar's tongue"
ah ah ah , you can also write your own stories for VS , i like the tone you use.
:wink:

*********************SPECIAL GOOD NEWS :*********************

We have a new french python coder onboard the Artistic branch : Mr GreenDreamer .
He just accepted the task to make for us the massive conversion tool with pyglet .
He started to work on it , and we could have the tool before the end of the week !
gooooooood , thank you GreenDreamer .
:wink:
Last edited by ezee on Wed Apr 02, 2014 1:26 am, edited 1 time in total.

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

ezee wrote:First to Klauss : You have a powerfull computer and graphic card , yeah ?
You could do the render for us in some cases ? I can't with my 2giga ram 7600 gt 512 .
DarkVixen is only limited by the number of vertices a computer can deal with .
They're not on the same computer though.

I have a powerful computer at one place, and a powerful GPU at another.

Anyway, doesn't matter. Can make a farm or whatever.
ezee wrote:You plan to modify the actual animation system with video ?
or you prepare the terrain for the future cinematics ( with your question about video format) ?
VS should already support video in animations. I don't really remember how to set up the comm files to do that. Maybe I forgot to make it so, but if it was the case, it's easily fixed. The Animation() class can already handle video files, so it's a jiffy.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

VS should already support video in animations. I don't really remember how to set up the comm files to do that. Maybe I forgot to make it so, but if it was the case, it's easily fixed. The Animation() class can already handle video files, so it's a jiffy.
wow .
Pretty good news for DarkVixen .
Perhaps you could try to explain your vision of this new animation system with video ?
You seem to be a future good partner for her in a production chain for VS .
The tech behind the video player in comm interest me indeed .
I just wonder about the size of the future Data folder ...
But yeah , next gen games can hold 4 gigas or more of datas so ... let it be ?
edit : and start to search how to use torrents for future releases ?

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by loki1950 »

I could do some renders on my system just let it run all night if need be 8) did quite a few xNormal bakings for chuck's new models for PU.I do want to learn how to use the freestyle render for most of our animations and cut scenes that anime style again.

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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Just some hardware background, I have two computers at the Los Angeles lab at my disposal;

One is a iMac dedicated for video editing with Final Cut Pro and a few other video editing software running Snow Leopard.

Second is a Linux/PC with 5.8 GB memory and Intel Core i7 CPU 920 @ 2.67GHz * 8 with a NVidia GEForce GPU running Ubuntu Precise.

It takes me about 5 minutes to render each 120 frame video.

What I was hoping, without the audio beforehand, is to render the videos first and have radio actors do the voice afterwards.

(I only do visual-performing acting and not voice-overs unfortunately)

The Aera is a special case, since they use UT's, the voice would be computer-generated, but the ones in the VS speech package are mono-toned... I can make the Aera speak that way, but it's too unnatural-feeling.

My current goal is to do a couple of animations for the Aera messages in $VSDATA/communications/aera.xml and $VSDATA/communications/aeran_merchant_marine.xml

So my questions would be:

Do you want me to hold off and wait until someone makes a set of non-mono-toned audio speech for each of the lines or go ahead and animate the videos first?

Can we use theora video instead of a set of PNGs images if VS supports it now? I don't like the idea of having so many PNG image files (too many files scare me) :D

In either case, is 256x256 frame size ideal? I can render them larger if you want.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

My current goal is to do a couple of animations for the Aera messages in $VSDATA/communications/aera.xml and $VSDATA/communications/aeran_merchant_marine.xml
A couple only ? :? ... :lol:

Sure , there is a lot of work to do now that i've seen the content of these files .
Fortunatly , each of your sequences are a gold mine : i can extract probably 30 different
4 poses anims each time .
As GreenDreamer is working in the conversion tool , that will be doable .
( but i want to try the 120 frames version by phrase , for the performance and the Art !)

I noticed :
<!-- Built-in Conversations -->
<node text="Docking operation complete. You're free of the docking clamps." relationship="0.01">
<sound file="communications/sounds/aera/aera_dock-complete.ogg" sex="0"/>
<edge index="4"/>
<edge index="5"/>
<edge index="6"/>
<edge index="7"/>
</node>
<node text="You are not in docking clamps. Move into one of the green guide boxes and try to dock again." relationship="0">
<sound file="communications/sounds/aera/aera_not-in-dock.ogg" sex="0"/>
<edge index="8"/>
<edge index="9"/>
<edge index="10"/>
<edge index="11"/>
</node>
<node text="Docking operation begun; press 0 to step into our starship." relationship="0">
<sound file="communications/sounds/aera/aera_dock-begun.ogg" sex="0"/>
<edge index="8"/>
<edge index="9"/>
<edge index="10"/>
<edge index="11"/>
</node>
<node text="You are not authorized to land here!" relationship="0">
<sound file="communications/sounds/aera/aera_not-auth.ogg" sex="0"/>
<edge index="8"/>
<edge index="9"/>
<edge index="10"/>
<edge index="11"/>
</node>
<node text="We allow you to dock this time, ape. Bring your weapons to show us your skill." relationship="0">
<sound file="communications/sounds/aera/aera_dock-this-time.ogg" sex="0"/>
<edge index="8"/>
<edge index="9"/>
<edge index="10"/>
<edge index="11"/>
</node>
<node text="Unable to comply." relationship="0">
<sound file="communications/sounds/aera/aera_unable.ogg" sex="0"/>
<edge index="8"/>
<edge index="9"/>
<edge index="10"/>
<edge index="11"/>
</node>
<node text="Acknowledged." relationship="0">
<sound file="communications/sounds/aera/aera_acknowledged.ogg" sex="0"/>
<edge index="4"/>
<edge index="5"/>
<edge index="6"/>
<edge index="7"/>
</no
I'm not sure what builtin mean here , probably that there is anim ready to launch ?
In this case , we should concentrate first in that section .
But that needs confirmation .

FOr the 256*256 bullets caliber ( 8) ) , i think they are good enough ( compared to the quality of graphism already here ) . Perhaps a 512*512 for people that had the money
to put in a high end computer . But for my category ( 2giga ram , 512 mo nvidia ) , that
is perfect .

I don't know for the size of the video , if the video can be stretched or not in the game.
Last edited by ezee on Wed Apr 02, 2014 6:38 pm, edited 1 time in total.

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Maybe the others (feel free to jump in) know which messages are in priority to be animated?

Also, I'd like to know if we can forgo the cluttering of multiple image files and use a single theora video per animation that would safe a lot of file/clutter space.

I also need to know how the cockpit (background) for the animation will be rendered, because as I have it, it's a single image (non-animated).

I also think that having the comm animation rendered with a red-shade at run-time may be neat to indicate damage-state (since the target window in the lower right shows the target in shades of orange to red if its damaged).
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

I also think that having the comm animation rendered with a red-shade at run-time may be neat to indicate damage-state (since the target window in the lower right shows the target in shades of orange to red if its damaged).
mmm...
The damage status is computed by sensors ( radar or whatever ) , to reflect to the pilot
the estimated damage of the target .
Now the video display is a " real " situation from the cockpit of the caller .

So i think that it's better to provide a realistic environment .
( you could go with smoke and flames also , just before explosion ; THAT WOULD BE NEAT !
:lol: ) .

I'm joking , but i like this new idea .
Or sparkles ... blender has cool particles system :
http://www.blenderguru.com/videos/how-to-make-sparks/
Image

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

The reason I didn't want to add situation-specific details to the animation was that the comm message is played only as a response or to initiate contact. I've played the game and noticed that the comm messages are played regardless of the damage stage of the ship (with a few exceptions).

So that is why I wanted things like sparks, flames, smoke, or red warning lights to be rendered at run-time instead of rendered into the animation before hand.

Still need to know how you would like the background/cockpit? it would be a single image, rendered differently for each animation/comm message.

Particles is neat, I'll take a look into that, I usually do particles in FCP Motion.

Edit: PS: Let me know of the situation with the Aera speech sync issue, do you want me to go ahead and make comm animations for the Aeras and have someone create non-mono-tone speech later or make the Aera comm animations based on the existing mono-tone speech recordings? (which I think will be a very bad idea and look/sound horrible).
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Still need to know how you would like the background/cockpit? it would be a single image, rendered differently for each animation/comm message.
Do you refer to one of my threads where i say that i want to use layers for comms display ?
( a different background image + a transparent animation + 3d screen )
Actually , this feature is experimental and not 100% working .
( there is also the actual bug for animation transparency that isn't fixed in the svn )
So it's better that you render the cockpit/base or station room inside the animation frames .

Just remember that the cockpit is a piece of a vessel , and that if the display shows an aera in a light
fighter when he is actually inside of a large vessel , we call that an issue . :lol:

Same for docking comms , the Aera should be in the situation of :
Image
do you want me to go ahead
go ahead .
:)

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, I will render a background with the animations then.

I can aim the camera in a way that it's indistinguishable as to what type of starship the pilot is in.

If anyone else wants me to do differently please let me know, I will be working on a generic cockpit set next.
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by klauss »

DarkVixen wrote:Can we use theora video instead of a set of PNGs images if VS supports it now? I don't like the idea of having so many PNG image files (too many files scare me) :D
The only thing I need to do to truly support them, is being able to open them using libtheora in addition to ffmpeg. The framework is there, it should be as simple as coding the right codec subclasses using libtheora.

Reason being, that some distros don't let us ship ffmpeg, so in those distros, VS would be left without video support.
DarkVixen wrote:In either case, is 256x256 frame size ideal? I can render them larger if you want.
Don't worry, with the .blend files, we can re-render any time.

That said, try to make them look sharp enough at 1080p - I believe 256x256 should be enough for that target?
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Ok, I'll just post the .blend for each animation then. :)

I'm currently working on a generic Aera cockpit set.

I may be slow the next few days (this weekend), emergency in real life. :(
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by ezee »

Ok, I'll just post the .blend for each animation then.
Hum ... so you kick me out ?
I mean , i've got one guy actually working for you at the image conversion stage .
And i have worked to help you in getting your work inside VS .

I repeat that my pc can't render the frames with your actual level of detail .
So if you choose to stop render the PNG , we won't be helpers for you .
Now , if Klauss is able to actually make your work visible and enjoyable via video instead textures ,
that's ok .

But i am afraid with that feeling to having worked in vain .
Well , not totally in vain because i learned how the engine works and i am able to make my ideas
come real .

I wonder if you are thinking in long term cooperation or as a freelancer, and your logic of the media content visualization in the game .

I prefer to have 4frames anims everywhere with a equal design than few great videos in particular cases that will only reflect the poor organization level of the GameDevs .

That said , i'll wait and see what Klauss will do for you ... freelancer .
:lol:

edit : sorry for your familly problems . We all have problems . :( :) :D :) :(

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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DarkVixen
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by DarkVixen »

Oh sorry! :oops: Yes I can post a rendering and a video too for each animation, sorry I forgot, it was a long day last night. :) *HUGS*

I'm working on the generic Aera cockpit design (that can appear as both a fighter and capship).

Currently I have decided to make Aera ship interior design in this fashion:

The Aera appreciate rough, unfinished metal, as interior starship design. The controls will be mostly primitive levers and protruding monitors, it should look very unevolved and not streamlined.

Why? because the Aera appreciate controls they can hold and move in simplicity.

The displays however, will be extremely futuristic, 3D vector displays (this technology exists now, actually), only the gauges and other 1-dimenstional displays will be on consoles.

Corridors will be low in ceiling height, and doorways will be circular-ish (with a flat base and arched top), it's modelled after the Aera eye.

Since the above is something I just made up, please let me know of your approval. And any changes you want me to make.
jackS
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Re: *** NEW AERAN COM ANIMATION RELEASED ! ****

Post by jackS »

DarkVixen wrote: The Aera appreciate rough, unfinished metal, as interior starship design. The controls will be mostly primitive levers and protruding monitors, it should look very unevolved and not streamlined.

Why? because the Aera appreciate controls they can hold and move in simplicity.
I think there's some room to maneuver between "robust simplicity" and ""unevolved" that might be worth considering (or, put differently, if lever is a natural control, I can imagine the Aera leaving something as a lever rather than opting for LCARS, but if if a lever proves a poor tool, I doubt they'd think twice about abandoning it. "As simple as possible, but no simpler" or somesuch :) ). Or, for another concrete example, compared to a Corner Shot, the AK47 is robust and fairly simple, whereas a blunderbuss is just unevolved. Otherwise sounds like a very interesting take. May also be interesting to imagine what the gripping surfaces for semi-vertical or low-gravity traversal of corridors may be (6-limbed clamboring-friendly grips?).
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