Create units with OpenFX

Dease said:
I seem to have run into a very strange problem, if I ever have more than 1 "robot" in the animation on the same frame it will render a black screen and the njust popup the last sucessful render. Could someone try this on thier computer to see if it's my computer messing up or some wierd thing with open fx?
EDIT: Actually, it's more than 1 of robots and/or models too :mad:
How big are your renders? I put two robots in my animation and rendered first to a flic and then again to bitmaps - both times they were fine (I was rendering at 160x120). I've never encountered your problem before :confused:

It could be the size of the render. I remember at the OpenFX website gallery there is a pic that took 27 hours to render.
 

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I SOOO wish I would have bit the bullet and took a month out of my mod making to learn OPenFX over Rhino... live and learn.
 
Neomega said:
I am going to try and make the outer blue bands rotate against eachother to make a gyroscpoic effect. I also plan on adding some gun emplacements and random "blocks" to look like buildings.
Don't listen to Dease :p Don't do it with either colours or morphing. Just put a carefully positioned skeleton in your model and have the rings rotate that way.

It's how I did my tanks and titans :goodjob: Even for the gun recoil and hatches
 
muffins said:
Don't listen to Dease :p Don't do it with either colours or morphing. Just put a carefully positioned skeleton in your model and have the rings rotate that way.

It's how I did my tanks and titans :goodjob: Even for the gun recoil and hatches

That is how I intend to do it. It has been modeled to have some leeway... I need to texture it so it will appear to be moving, and not sure how I'll do that yet. But playing around is how I learn.
 
muffins said:
***** ****** ** ***** ** Don't do it with either colours or morphing. Just put a carefully positioned skeleton in your model and have the rings rotate that way.

It's how I did my tanks and titans :goodjob: Even for the gun recoil and hatches
:p
A good tip :) thats what I was planning on doing for my arquebusier dude, but I dunno now cause OpenFX doesn't seem to like me anymore and wont let me have >1 robot/model :mad: :(
 
Neomega said:
That is how I intend to do it. It has been modeled to have some leeway... I need to texture it so it will appear to be moving, and not sure how I'll do that yet. But playing around is how I learn.
Here's an idea (and it's even easier than using a skeleton). Select the rings and click Export > Secected Object and save the rings as a seperate model. Then open the saved model and move the model's centre to it's axle/rotation point via the Attributes > Set Model Centre (which then moves the yellow cross to where-ever the magic cursor thingy is). Save it then delete the rings in your original model. Then for your original de-ringed model set the position where you want the ring-models' centre to be by clicking Attributes > Set Follow Point. This will move the red cross to where-ever the magic cursor is.

Then in animator import both models. With the ring model double-click on a position keyframe and click "Select" under "Follow" and choose your de-ringed space dock model. Click OK. Then click "Follow with Offset" and your rings will follow your space-dock where-ever it goes AND you can still rotate it seperately with the rotation keyframes
 
Neomega said:
Looks, uhh... ;)

Did you know there are default human figures in the figures file?

Also, play around a little bit with textures and mapping, there are some built in camo texture IIRC.

uhhh.....what?

That's what I hear, but regardless of which version I download, I can't seem to find them. I have found other files, including the tank used in the skeleton demo - but no humanoid. To be honest, though, the model detail isn't a huge priority. Yeah, I would like it to look good, but once shrunk down to the pixily Civ unit - many details are lost.

I know, I already admitted the textures came out wrong. I need to figure out how to remove the original "paint job" so I can put on the new one. For some reason it wouldn't let me paint over them. Also, I looked specifically for a camo in the included textures & found none. I used 'wood' I believe, that at least let me throw 2 colors in (but that was the 2nd paint job that only showed up in previews, but not in the render).

No other comments must mean it sucked.
 
sourboy said:
uhhh.....what?

Did you download the full package?

They are in OpenFX-->models-->figures

There is an "android skeleton" that looks like a man, and could be dressed up as one.

The figures are a little tall and skinny compared to Civ III style humanoid figures.

You sniper could use some work, but also is big compared to civ III inf.
 
Neomega said:
Did you download the full package?
They are in OpenFX-->models-->figures

You sniper could use some work, but also is big compared to civ III inf.

I downloaded both packages, and I only have one demo file in the models folder - no figures folder.

I just spit it out and cropped it (not specifically to Civ size) to see how much detail transfers and if it looks close to what a good Civ unit should. I'm adding camo tonight, along with a few minor details. For never using a 3D program before, I think the reduced Civ unit image wasn't bad for a couple hours of work.
 
TO Dease: That's just like the problem I had with the "shattered" model (except it wasn't a robot, just a "shattered" model). It worked with a different model, though. I have no idea how to fix it or what causes it, and if anyone else figures that out, I'd like to know.

TO sourboy: I think, even at Civ level, the model still needs a bit of work. However, for you first shot at modeling ever, I think it's very good. It took me a bit before I could model anything like that (at least in anim8or).
 
OK, I've got joints built but when I pose them I don't see them move and the part is in the same place. Can I preview what I've moved with the skeleton?
 
@mr. will - are you sure you attached verticies to the skeleton

@A Viking Hairy Man - I FIXED IT YAY!!! openfx doesn't hate me after all :love: all I had to do was open the models and "set the model center" it messed up cause I just deleted the body from the wepons instead of making new ones I guess

muffins said:
You an also get loads of textures below
http://astronomy.swin.edu.au/~pbourke/texture/

:worship: Thanks!!! I was so texture starved for my unit I had to make my own :crazyeye: THANK YOUUUUUUU!!!! :goodjob:

@sourboy - most details are noticable at civ size
 
TO Mr. Will: Also, you have to go back to model editing mode and update the OpenGL preview to see the changes (just click the object select tool or hit "O" to go back).

TO Dease (from The Furry Norseman :p): I'm glad you got it to work, if I hadn't already completely redone my death animation, I'd try that.

TO muffins: Oh... *immediately adds both to favs* I didn't even notice the links :D. Thanks, these'll be great...
 
A Viking Yeti said:
Is there any way to rotate a model and the skeleton at the same time, or do I have to reposition all the joints seperately?

Your joints should be attatched to vertices, so if you rotate your vertices, the joints should follow.
 
Hmm, I'll try. Also, another question if it's not too much trouble :D? I have two models with (obviously) seperate skeletons, how do I put them together? Thanks for all the help, by the way...

EDIT: For some reason the rotation thing won't work. I have all the verticies assigned to the proper bone, but when I rotate the model, and then view it (via reposition joints), they're in the same place :confused:.
 
A Viking Yeti said:
Hmm, I'll try. Also, another question if it's not too much trouble :D? I have two models with (obviously) seperate skeletons, how do I put them together? Thanks for all the help, by the way...

EDIT: For some reason the rotation thing won't work. I have all the verticies assigned to the proper bone, but when I rotate the model, and then view it (via reposition joints), they're in the same place :confused:.

hmm.. I don't know then. Glad I didn't have to spend the time figuring that out. :D Of course, their copuld be an option somewhere.... If you concetrate real hard on the help menu, and follow any link you don't understand, I actually think it does a pretty good job of explaining thing. And that is probably the best way.

I couldn't figure out texturing, and tried for hours doing it without the help manual. But then I realized, while doing the tutorials, I was thinking, "Man, there is no way I could have figured this out myself!" That made me concetrate on using the help manual. Because trial and error just is not very efficient.
 
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