Create units with OpenFX

Tzar Sasha said:
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.
In the designer, go Actions --> plugin actions --> simplify.

Also I just noticed a cool thing which makes it render with 4 figure numbers - on render setup go to settings, and there is a thing you can change there..
 
Does anyone know how to make animated textures work? I want to make special effects for my spaceships, but cant workout how to get them working (just seems to crash render).
 
Smoking mirror said:
Does anyone know how to make animated textures work? I want to make special effects for my spaceships, but cant workout how to get them working (just seems to crash render).


I don't... but I would assume rule #1 would be the frame count for the OpenFX animation would have to match the frame count for the 2d animation. Also I would guess most "special" effects, like transparency, raytracing... maybe even glossiness or hotspots, may cause problems.

My advice would be make a model that is just a plane.... paste the texture to it, and then experiment.
 
Does anyone have any pointers on tank treads? I have been trying to make one but it doesn't come out that good. BTW, the animation on Generic Mech has been delayed...Mr.Will is still trying to make its walk work. Now I'm working on an AA Tank. So far all I have is the turret. Also, could you give some help on the radar thing?
 

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What I'm basing it on...
 

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Sorry no idea about tracks...

Has anybody any ideas on how to do good sparks? I've tried fireball with very low noise smoothness, and density, and I've tried 'pyro'. If somebody clever can work out a good easy way of doing it I would be grateful. I almost decided to model each spark individually as a little sphere with glow on it, but then I realised how long it would take for something not too major...

EDIT: Here is the animation I'm trying to add it to (if it's going insanely fast, download it to your PC, then run it)
 

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On Blender's homepage, their is a tutorial on treads.... it may give some good pointers.
 
The Great Apple said:
Sorry no idea about tracks...

Has anybody any ideas on how to do good sparks? I've tried fireball with very low noise smoothness, and density, and I've tried 'pyro'. If somebody clever can work out a good easy way of doing it I would be grateful. I almost decided to model each spark individually as a little sphere with glow on it, but then I realised how long it would take for something not too major...

EDIT: Here is the animation I'm trying to add it to (if it's going insanely fast, download it to your PC, then run it)
After looking at your pic, this is how I'd do it. In OpenFX, I'd play with the fire only option in the fireball till there was just a small amount of fire where the blade hits the enemy. In paint program, I'd edit the storyboard and manually throw out the sparks using the color of the small fireball. Hopefully, you don't have that many frames where the blade will be throwing sparks...
 
I'll do a big title, just in case somebody is looking for this later... - it doesn't really deserve a new thread.

HOW TO DO SMOKE IN OPENFX

Ok. You have a nice looking unit, but there is something missing... SMOKE. This is how to do it, or at least, how I do it:

Firstly you need to know about postpro effects in OpenFX. They are cunning and slippery things, and are always out to get you in one way or another. At the moment my renderer will only sometimes render smoke at all, other times it crashes... The postpro effects can be found by scrolling in the keyframer, but won't come up there if you select them in the select actor thingy. They also live at that spot (0,0,0) where you can never find them unless you know they're there. THEY ARE EVIL.

That being said, here we go:

There are two types of smoke. Expanding smoke, and, errr, not expanding smoke. I have been mainly using the second type in my units, and you need to have had the postpro running for a while before you get going, so it's best not to do it in the first 4 or so frames if you want non-expanding smoke. Start anytime after frame 4 and it'll work fine.

Step 1: Render WITHOUT smoke... just do, don't argue - you'll see why later
Step 2: Set up a dummy light, and set it up to attenuate
Step 3: Add a fireball postpro, and sort out the colours on the preset grayscale at the bottom (dark darkest, then centre, then outer). I find the explosion setting is the best, but you might want to experiment with this. Then set the postpro to you new dummy light.

For smoke trails: (for rockets etc...)

Step 4: Position your dummy light just behind your object Step 5: Give it another position keyframe at the end of the animation, setting this to a point for the smoke to blow to. Note down how much it moves each frame, each bit of smoke will have to do about the same amount of movement or it'll look odd.
Step 6: Start the costume keyframe the frame AFTER you set it behind the rocket (this is optional - but I feel it looks better)
Step 7: Move the animation on one keyframe. Repeat untill you have the desired amount of smoke.
Step 8: Continued after repeating smoke part

Repeating smoke (for vehicle dust trails, exausts, etc.)

Step 3: Decide how long you want the trail to be. You will have to use 2-5 smoke puffs, depending on the length.
Step 4: Posistion your first dummy light where you want the first piece of smoke to appear.
Step 5: Increment your position keyframer so that each part runs for 3 (or whatever) frames before returning back to the original position.
Step 6: Just before each of the new keyframes put another keyframe. This one will be where the smoke is moving to, and should be up, and maybe in some other direction.
Step 7: NOTE DOWN THE POSITIONS FROM WHICH IT IS COMING FROM AND TO. You will need to use these alot.
Step 8: Repeat the process, shifting all the keyframes for the new dummy light to the right one (for the final one you may have to do some maths/guessing to work out where it will be)
Step 9: Repeat until you have done all the smoke puffs.

This is quicker than smoke trails, as you only have to do 2-5 lights and alot of it is repetition. If the object is moving you have to think a bit with relativity - always have the smoke moving relative to the start point.

Now you have your smoke you're ready to render - but I have to go and eat, so I'll continue this later (I'll reserve the next post...)
 
Now, where was I....

Ok, now you have all the smoke you need you can render. Render.

Now you should have two storyboards. One has the unit without the smoke, while one has it with the smoke.

Use an image editing program to place the image with smoke over the top of the image without (In PSP you copy it, then paste as new layer).

Set this new layer's transparency to about 50% BEFORE applying any palette. Then apply the pallette, and hopefully all the smoke will go into the alpha blend palette, as it will be magenta, and the area of smoke covering the unit will be slightly transparent allowing you to see the unit underneath.

If you don't understand any part of this, ask me and I'll see if I can come up with a better explaination.

EDIT: I've exprimented some more (oh dear...) and I've found that if you render with about 5 density, explosion and flames, and the postpro ending near the end of the animation you get quite a good fade effect, without having to render twice - test is still in progress though, I might come up with some palette problems later :mischief:
 
Nice, Mr.Will will(:lol:) use that later when he does the attack for the MP....eh...I forgot the other letters...but Thanks! If you want to see my latest unit look at the previews!
 
A big question...
How do you keep so much quality when you transfer from the animator to the flc? My units look twice as good as a preview .gif than they do as a Civ .flc. Why?

Compare for yourself... (Gif in link, flc in attachment)
Gif post
 
Mr. Will said:
A big question...
How do you keep so much quality when you transfer from the animator to the flc? My units look twice as good as a preview .gif than they do as a Civ .flc. Why?

Compare for yourself... (Gif in link, flc in attachment)
Gif post
That's easy ... your preview is bigger :D Or I should say that the camera is more zoomed-in in the preview, so the tank takes up more pixels and more detail can be seen.

You could probably use a few more lights to show off the model too ;)
 
How much bigger should it be? Should I render it at high resolution and shrink it in SBB or is there some magical number that I can render it straight into? Also, how many lights do you have, their settings, etc. I was really dissapointed at the loss of quality.
 
Mr. Will said:
How much bigger should it be? Should I render it at high resolution and shrink it in SBB or is there some magical number that I can render it straight into? Also, how many lights do you have, their settings, etc. I was really dissapointed at the loss of quality.

Really, it's trial and error but I find that using resolution of 240 x 240 for the image size is best. That's the max size for a civ3 unit cell. However, your unit maybe too large or too small at the size. What I do is render one frame and copy it and lay it over another unit of similar size and design. Then I resize or move the unit position in openfx as needed to get my unit in the right position. As far as detail and loss of quality, there will be some because you are going from a 16 million color bmp to a 256 color pcx. That's where picking good pallete colors come in. Also, I was using the standard 4 lamps at n, s, e, w and 1 lamp above. On my next unit, I'm trying 8 lamps one at each direction and 1 lamp above. I don't remember any of the settings right now. If the unit comes out looking good, I'll share my template for others to play with...
 
I understand some quality loss but this is too much. Do you mean render at 240x240 or render at a high resolution and shrink to 240x240 in SBB? Thanks for your help. Also, good luck with your lighting experiment, I can't wait for your results.
 
I render straight to 240x240 in OpenFX that way I can take my rendered bmps into SBB without resizing. Basically, I resize & reposition the model to render to the correct size and place. Think of it this way, by changing the size and position of the unit first you get the detail of the unit at the size needed. Whereas if you change the size and position after rendering the unit, you will loose more detail in the shrinking. Try it out both ways.... You'll see a difference.
If you know that your unit can be in a smaller size ratio than 240x240, you should be able to use that size as well... There were some earlier posts about certain ratios not working with certain file formats so you might want to check those out....
 
At 240x240 it looks squished... It's also overly large and it doesn't have much more quality over my original .flc, although it does have some. Muffins seems to retain almost all of his quality in the transfer, I lose most of mine. Can I stretch it anymore without getting less resolution? It's too short.
 
I've not had any problems with "squish" although I know that the image preview during render is squished but the final image is in the correct ratio.
You don't have keep aspect ratio checked I hope. That may cause some squish if you force a 240x240 ratio...

If your overlay is large then you need to reduce the size in OpenFX

in the animator go to the model keyframer open the size keyframer and reduced all three settings by the same percentage. For instance my borg tactical cube was reduced to 83% rather than 100%

What file format are you rendering to? I believe muffins renders to bmps. I also have started doing that once I learned how SBB worked. Bmps are in 16 million colors and should have all the quality in detail.

Then your only loss in detail should be when you convert the finished storyboard to a 256 color pcx....

Also, I suppose that if your maps, texture and colors for the entire unit remain under 256 colors minus the civ specific number of colors then you won't loose any detail at all. However, I'm not sure how to keep tabs on all that....
 
Nevermind, I think I get it now. Check out the MPDV thread.
 
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