Create units with OpenFX

The Great Apple said:
Question about resolutions, and lens sizes.

If I were to increase the resolution of a frame by 20% would I have to decrease the lens size by 20% for the unit to appear the same size? Or is it slightly more complicated than this?

I think you would be better off scaling the model down 20%.
 
Neomega said:
I think you would be better off scaling the model down 20%.
Errrrm... good point - I didn't think of that :blush:

EDIT: Not really ideal, as positions are all thrown off, it'll take about an hour to fix it all, so if anybody knows by what lens percentage I need to reduce it by for a 20% increase in resulution I'd be grateful. If not I'll do some experiments...
 
The Great Apple said:
Errrrm... good point - I didn't think of that :blush:

EDIT: Not really ideal, as positions are all thrown off, it'll take about an hour to fix it all, so if anybody knows by what lens percentage I need to reduce it by for a 20% increase in resulution I'd be grateful. If not I'll do some experiments...

Not sure what you are doing, but having your original center point at 0,0,0... (not 0,0,1... not sure why Morpheus did that) makes it pretty easy to reposition your unit. You can also do some eyeballing, and using your 2d editor, can do some side by sidew comparisons. That is what I did when I realized my soldeir was too big.

What I mean is, I am not sure why you want to scale up.

If it is to add a beam weapon, I have always worked in 239 x 239 cells for all animations, so scale problems would not arise. Unfortuantely to get BMPs you need multiples of 20... so 220 x 220 would probably be advised.
 
I've been working in 200x150, but need more space for the missile animation, so I'm upsizing to 240x180. There are quite a few different objects involved in this animation, and I am too lazy to shift them all so they all work again (each smoke puff would have to be moved manually, and the rockets appear to be going too fast). Several bodges have been made along the way which confuse the issue as well, and it would be far easier just to resize using lens sizes.

If I know I can also trim down the resolution of the other animations, cutting out some redundant magenta, and saving space and rendering time.
 
Neomega said:
Not sure what you are doing, but having your original center point at 0,0,0... (not 0,0,1... not sure why Morpheus did that)

The Morpheous use 0,0,1 because he was demonstrating with a flying unit which sits a little higher than the ground units. In fact my Borg Tacticle Cube was centered at 0,0,1.7 because when rendered at 240x240 that was the position needed to center the unit properly within the map grid in game.
 
How do you do civilopedia pictures? I think it's been asked before but I don't know where.

BTW, here is my next animation challenge after i post the Artic Tank, hopefully I won't screw up the beautiful model, which is done by Spart, my artistic brother. Anyone have any tips on animating bi-pedal units?
 

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Mr. Will said:
How do you do civilopedia pictures? I think it's been asked before but I don't know where.

BTW, here is my next animation challenge after i post the Artic Tank, hopefully I won't screw up the beautiful model, which is done by Spart, my artistic brother. Anyone have any tips on animating bi-pedal units?
Take your pic in Animator, then in PSP resize to 128x128 and decrease the colour depth to 256 colours. Edit the palette so that the very last colour (bottom right I think in the palette view) is the magenta/pink colour. The small pedia pics are done the same way but to 32x32 size.

The only helpful advice I can give for that rather cool mech is to take your time and model the walk on an ostrich or the rear-legs of a dog :)
 
muffins said:
Take your pic in Animator, then in PSP resize to 128x128 and decrease the colour depth to 256 colours. Edit the palette so that the very last colour (bottom right I think in the palette view) is the magenta/pink colour. The small pedia pics are done the same way but to 32x32 size.

last two colors. And it is that way for all civ III files.
 
Mr. Will said:
Anyone have any tips on animating bi-pedal units?
With my dreadnaught I found the run to be the hardest animation. You need quite a bit of movement (it would be horrible without a skelleton), and, what muffins said.

A new version? Great! Though it doesn't seem to have many changes, it's the bugfixes I'm looking forward too.
 
Mr. Will said:
Anyone have any tips on animating bi-pedal units?

Break it up into a set of four, and draw a stick figure storyboard, with a white leg and a black leg. That's how I finally figured it out. Reverse joint is fairly difficult because you can't walk around and figure it out. I believe reverse joint is a more bumpy ride...
 
Muffins,
I made these when I was bored last week. I heard the Muffin Army was low on ideas... :lol:
 

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EDIT: Sorry - this post was a load of nonsence

EDIT 2: No it wasn't... has anybody else found there are more bugs in version 1.1 than in version 1.0?
 
How many joints do you reccomend in my unit's legs?
 
The Great Apple said:
EDIT: Sorry - this post was a load of nonsence

EDIT 2: No it wasn't... has anybody else found there are more bugs in version 1.1 than in version 1.0?

I wouldn't be surprised. New versions always seem to add a bug for every one they fix.

I really did not see a need to upgrade, so I haven't.



legs should have a hip, a knee, an ankle and a toe joint.

The hip attatches to the pelvis, The upperleg attaches to teh knee, the lower leg attaches to the ankle, and the foot attaches to the toe.
 
I found a mesh online that I'd like to animate, but it has greater than 65535 vertices. OpenFX will not let me render the image. Does anybody know how I can reduce the number of vertices? I tried breaking the mesh up into smaller logical segments, but each section also had too many vertices.
 
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