Mycenaean Spearman

Virote_Considon

The Great Dictator
Joined
Jul 7, 2004
Messages
9,480
Location
Skaville UK Reputation: 1
So I've finally had the time to finnish the Mycenaean spearman. Use it as you like, I'm sure it could be useful for another civ, like Thrace, for example.

spearman_first_preview_g08.gif


Mycenaean Spearman

Animated preview: (Default, Fortify, Attack A, Victory, Attack A, Death, Fidgit)
Spearman_Second_Preview.gif


EDIT: I've seemed to have missed out a credits file, so I'll put it here:
Kinboat (Paperdoll, various props+figures)
Utahjazz7(Turorial, various props+figures)
Steph (SBB)
Moener (SP?) (Flicster)
And everyone else who helped me in my various threads!
 
@beboy: Thanks
@Partizanc: The belly death was the same one from Utah's tutorial. If you look at his Spanish Pikeman, you'll see that they both have that same death anim. Freaky, eh, that 2 units thousands of years apart die in the exact same way/position! :p
 
And that Death is in my opinion the best! I don't like the fall on the back one and spin death and fall on the knees, too much for the death! :D you got stabbed you touch the wound and fall, Fin! :lol:

And what's with the Oriental greet (bend the head!?) :D
 
Very nicely done! I hope we will see lots more like it now you've worked it all out.

One minor point: it looks like the Victory animation starts with him in the "default" position. I did this at first too, until I realised that it should actually start from the "fortify" position and end in the "default" position. So in this case, during the Victory he should move his feet back to how he normally stands. I don't think it really matters, to be honest, since it's hard to see the jump when it actually plays in-game, but this is how the Firaxis units are done so I've been trying to do it now too (after MoscaTNT pointed it out to me).
 
Thanks again, guys!

@Plotinus: Yeh, I worked on the Victory animation in a seperate file along with the Fidgit animation after the other animations. I was going to scrap them completely, at first, because I kept geting problems with them (mostly my fault), but I managed to sort them out, only to realise that the V animation should lead from the "Fortify" when I was assembling the preview!
 
VC... congrats on a job well done! Can't believe this is your first unit! :)
My first unit was a far cry from yours... :goodjob:
 
Virote_Considon... Very Good Job on this Unit, Congratulations:goodjob:

BTW, The Victory (or Death) can start from a Frame that would naturally come after the Attack and end with a frame that would naturally come before the Default (Death can end as wanted as it is final). For simplicity and as a general rule to follow, people have tended to use the same frame of one animation as the start of another to try an insure the transitions but this causes hesitations. This can be a good thing IF a hesitation is wanted but it is not necessary to use any same frame from another animation to start or finish any other animations...just a frame that would naturally come before or after the other animations so the transitions are smooth. The easiest way to think of all separate Unit Flcs is as one long animation that contains separate events...

One way to accomplish and test this is to place all animations together in one file and watch all play as one long animation. In Poser, for example, you can paste your new animation for a Victory after the Attack animation (or just the first frame from your Victory animation as a Key Frame), leaving a few blank frames between them. You can then select the best frame to use from what poser will generate in the Blank Frames. If it is not exactly what is desired, move the starting Victory Frame closer or farther away or selected one of the new generated frames as a Key Frame and move the animation or Frame again, leaving a few more blank squares between Key Frames.
Use the start and end frames as Key Frames then allow poser to make the transition for you by playing around with the number of Blank Frames you leave between them until you have the Best Frame to use as your Starting Frame for the next animation. This is smoother and prevents hesitations and "jumps" in animations. This said, there are times when we want a Jump or hesitation so it is always best to think about what you want rather than follow any "procedure" as an Absolute Method such as many practice with the "same frame" approach for the transitions into or from different animations.
 
Awesome unit! I like the default anim :goodjob: .

This is your first!?!?! Wow, I can't wait to see what you'll make next!
 
Thats a Well-armed underwear model :D
 
Back
Top Bottom