View Full Version : Unit Request: Pirates ARRRRR!


Bungus
Oct 08, 2004, 04:25 PM
Hello? Wtf? How come none of you unit makers have made a pirate yet? There is absolutely no excuse for this attrocity. ARRRRR! THIS BE A FINE SEAFARIN' VESSEL!

Mr. Do
Oct 08, 2004, 04:42 PM
Xen requested a PotC unit...

No idea
Oct 08, 2004, 06:41 PM
But why not use the priviteer unit as a pirate ship?

Bungus
Oct 09, 2004, 03:04 AM
Oh sorry, I meant like a pirate pirate, not a pirate ship. You know, like a guy with a cutlass and bandaner. Maybe a pistol. He'd make a good early amphibious unit. I might be able to find time in my schedule to lend my voice for the victory sound.

Ukas
Oct 09, 2004, 07:25 AM
This has been requested since way back when and many times, but I guess no one wants to make it.

Lusikka755
Oct 09, 2004, 08:49 AM
I am using Kinboat's Man-at-Arms as a pirate in my mod... You could try that

WildWeazel
Oct 09, 2004, 07:01 PM
I thought I saw one a while back.... and doesnt DyP have a pirate unit?

Bungus
Oct 09, 2004, 07:10 PM
I love Kinboat's man-at-arms. He's so... armed. Unfortunetly I already have a place for him, and he doesn't look very swashbuckling. Too bearded. Maybe Kinboat could do a remake of him, with like a bandana and a striped shirt
I dunno id Dyp has a pirate, but I haven't seen one anywhere on the forums, and I'm sure it hasn't been made by anyone good.

Manny Kant
Oct 10, 2004, 01:40 AM
I know it isn't the best choice (because it makes me think Zorro), but I have been using Pesoloco's "Fencer" unit as a pirate. It has the swashbuckling part down, at least.

The Last Conformist
Oct 10, 2004, 08:45 AM
I think I saw a 1700s-looking guy with a sword and a pistol - did I dream that up?

Hikaro Takayama
Oct 10, 2004, 10:20 AM
I found a free model of a 17th century woman with a rapier who would make a great pirate queen. The only problem is that the model is saved in the .MAX format, which none of my 3D programs can import. If say a certain unit creator who has 3D Studio Max would be willing to convert it to 3ds format, I'd be willing to take a stabb at it (although I'd need to learn how to insert skeletons into models in Poser first) It would be even better if said unit creator could use the model to make the unit, but I'd have to ask said unit creator first.

If someone with 3d Studio max wants to convert the model to a format more readily importable by other graphics programs, I'll post it here.

Wolfwood
Oct 11, 2004, 06:57 PM
@Hikaro: I really hope this certain unit creator takes the hint!

CamJH
Oct 11, 2004, 07:19 PM
Hikaro, I've got both 3D Studio Max and Poser, so if you give me the Max model I could convert it for you.

Hikaro Takayama
Oct 12, 2004, 05:58 AM
Consider it done. BTW, how do you do the walking animation in Poser? I've tried thw walk designer with the Arashi Commando Unit that I was working on, but all the walks that they have in the preset library are 30 frames long (and I've looked at DpII and KinBoat's units and all of them have 15 frames for the walk/run animations) The other problems with the preset walks are (1) I can't just have the legs move without moving the arms, and (2) there's a lot of pokethrough in the last few frames.

I tried using the manual dials on the hips, thighs and shins, but the end result made her look like she had severly dislocated several joints. As a result of these frustrations, I've temporarily given up on animating units in Poser until I can get some serious help.

Anyways, here's the file. Whoever made this model originally did one heck of a job.

CamJH
Oct 12, 2004, 10:51 AM
For your problems with frames in the walk designer, all you have to do is hit the "apply" button. There it'll give you nice little options like: start frame, end frame, always complete the last step, and so forth. Hope that helps. ;)

Now onto the pirate queen. :) There were a couple of snags with the model when converting it to a poser friendly format. Some of the coordinates were getting messed up. I tried several different methods, but kept getting the same results. So I separated it into two files: figure with dress and coat, and the rest I lumped together as a props set. All you'll have to do then is ungroup each of them (the props) and then apply them where you want on the figure.

So here she is: