[modifications&such] The Fake Dev Diary

This is a showoff of elder version with pants for the witch class with a wet effect. I stopped working on this one when I gave up on trying to edit the models and animations.

(check 3rd line for a better face view)



Because life is short, you shall make rains of all sort - Amarena, the Iron Man
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My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
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Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
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Milhausen wrote:
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zeto wrote:
I think many people, even GGG appreciated your examples and ideas.

On the subject of UI. I complained early and often that a static UI is just not going to be ok, especially with the game supporting 1600 resolution, which places the orbs ~68 centimeters apart or more.
I play at 1080p (1920 horizontal) and it makes it rough to keep tabs on health. I'd love a semi transparent overlay in the center of the screen that would be a simple red bar and a blue bar (perhaps in semi-circles surrounding the player a bit) so I can focus on the action without losing tabs on health and mana. Of course this would be an option that could be turned off/adjusted.


The big reason for me to stop with the UI project was the fact that it will prolly be changed in the future, again. Then as soon as I get a mod up and running GGG could just change their system option to make UI location changeable or something close to it. Right now the system works pretty much like html for a website.

About the overlay, thats surely possible, but without knowing how the zoom works, I can't tell if the UI would adjust when you did zoom in (leaving the bars, small globes or whatever you overlay, exactly in the face or elsewhere of the character).
Because life is short, you shall make rains of all sort - Amarena, the Iron Man
-
My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
-
Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
I am late for a meeting, but I have been working in something based on my character. Premiere is encoding a gameplay of my iron man witch as I post: I will upload it for Chris' build of week or whatever the name is. Meanwhile I can dream of an all mine passive node:




P.S.: Since I recorded the video with pants mod, I'll post the gameplay video here as well.
Because life is short, you shall make rains of all sort - Amarena, the Iron Man
-
My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
-
Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
Because life is short, you shall make rains of all sort - Amarena, the Iron Man
-
My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
-
Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
How far have you gotten with editing the animations?
I've been having trouble with applying the animations on the armature.
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Livefast wrote:
How far have you gotten with editing the animations?
I've been having trouble with applying the animations on the armature.


No luck at all. I am waiting to get my lent 3ds copy back from a friend to try to import smd's and the other files (I tried with blender but even the developer of "smd import/ export tools" from valve didnt manage to get it up and running, he told me it wasn't even a smd).

Regarding animations you prolly have to update the settings withing rig.amd as well

If you are mentioning the armatures I take that you managed to open the files. Mind sharing the knowledge? (PM me if you feel like doing so)
Because life is short, you shall make rains of all sort - Amarena, the Iron Man
-
My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
-
Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
Yeah, the smds are some sort of proprietary skinned mesh data thingies, not valve's smd.

The actual animations are in the asts.
The meshes and armature are pretty easy, the animations on the other hand.

Most of the animations seem to only have keys for the positions at the start and end frame, but rotations for each frame. The only bone that has a full animation is "Root". Never seen this before.
Last edited by Livefast#6320 on Jun 22, 2012, 4:17:09 PM
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Livefast wrote:
Most of the animations seem to only have keys for the positions at the start and end frame, but rotations for each frame. The only bone that has a full animation is "Root". Never seen this before.

Really? This is the classic way of doing animations with linked bones. You define the XYZ of the root bone and then you define the rotation of each child bone relative to the orientation of the parent bone. His has the benefit of being how real skeletons work so that you don't unnaturally distort the mesh as it animates.

For example, if you rotate the shoulder bone 50 degrees it doesn't actually move. Instead each child bone (elbow and wrist bones) pivots 50 degrees about the shoulder bone. Then, a rotation can be applied to the elbow bone and that would pivot the wrist bone. Of course all these bones also have vertices tied to them so that the mesh vertices also pivot. For example, the shoulder bone would have all the vertices in the upper arm (down to the elbow) tied to it, the elbow bone would have all the vertices in the forearm tied to it, and the wrist bone would have all the vertices in the hand tied to it.

The whole system is super simple once you get the hang of it
Forum Sheriff
I get the concept, I've just never actually seen it been used before in all the formats I somewhat reversed.

I'll just mess around with the quaternion and see what happens.

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