[FfH II Art Team Blog]

Very nice, would also love to see a screenie with more details - looks very promising.

I do like the sword and transparent wings are cool, too. :)
 
@MagisterCultuum: AFAIK, the seven (Hey, seven again :p) pines aren't in the game because when Sphener came to Erebus, thieves were stealing the symbols of the Gods, (also, AFAIK it was only 7 of the gods there) Sphener killed them and took Junil's sword and shield as weapons. After this, Junil removed the pines from erebus, presumeably to stop it happening again. Cool idea though, a scenario maybe? BTW I got this stuff from Sphener's pedia entry I think.
 
here is a close up of sphener!

 
How difficult is it to do animation changes in Civ? It's still gamebryo/nif so it can't be impossible to append bone data to another skeleton..

I did it in Oblivion..
http://www.youtube.com/watch?v=VPyBflq6JEo

Is something like that doable with sphener? or will the wings be rigid like the other angels.
 
How difficult is it to do animation changes in Civ? It's still gamebryo/nif so it can't be impossible to append bone data to another skeleton..

I did it in Oblivion..
http://www.youtube.com/watch?v=VPyBflq6JEo

Is something like that doable with sphener? or will the wings be rigid like the other angels.

Animated wings would be possible. But...

1. It will never be as smooth as your video, the animations won't have a lot of frame

2. It needs 3ds max. A lot of the art team members are using blender, and the script for blender doesn't allow the animation exportation that work with civ4 (but I think it does for Oblivion)

3. Animation process for civ 4 units are really time consuming, and presently, their is only one of our active team members(Ploeper) that can create animations. Chalid and RW did some, but they are now inactive. Moreover, Ploper is really busy those times, and he won't animate new things untill sometim in februray.
 
How difficult is it to do animation changes in Civ? It's still gamebryo/nif so it can't be impossible to append bone data to another skeleton..

I did it in Oblivion..
http://www.youtube.com/watch?v=VPyBflq6JEo

Is something like that doable with sphener? or will the wings be rigid like the other angels.

first, everything C. Roland said is true.

second, the wings animate a little bit, as I rigged them to the cape bones with low weight, so they do move with the wind ;)
If you can do animation, feel free to animate, I would highly appreciate new animations, but we`ve got around 200 units or such left on our list, so dont expect us to come up with new animations for them also. I think it is enough, that I create all my units from scratch with hand painted textures!
 
of course, animations would be nice, but its great just looking at the modles , the textures are stunning! (wish i was that good :p)

EDIT: i have 3DS MAX and might be able to learn to animate, if there are any good tutorials out there please direct me to them and ill take a look :p
 
of course, animations would be nice, but its great just looking at the modles , the textures are stunning! (wish i was that good :p)

EDIT: i have 3DS MAX and might be able to learn to animate, if there are any good tutorials out there please direct me to them and ill take a look :p

I don't think there is a good tutorial for Civ4 animations.

Your best bet are, I think, Firaxis' guide that come with the tools + Max tutorial for animation but not releated to civ 4.
 
of course, animations would be nice, but its great just looking at the modles , the textures are stunning! (wish i was that good :p)

EDIT: i have 3DS MAX and might be able to learn to animate, if there are any good tutorials out there please direct me to them and ill take a look :p

those cover the production process with all its technical stuff i think.
http://forums.civfanatics.com/showthread.php?t=184327
http://forums.civfanatics.com/showthread.php?t=240956

and how to make a good animation, well, thats up to you, like if you know how to use adobe photoshop, doesnt necessarily mean that you can draw super textures ;)
I think, firaxis example files and the tut from firaxis should give you a good idea. if you get stuck, post it somewhere and some people can have a look.
gl.
 
You should have a contest. Who can come up with the best animation for the naga you created. Winner gets to join the team as an official animator.
 
sphener= pure awesomeness
good job.
 
first, everything C. Roland said is true.

second, the wings animate a little bit, as I rigged them to the cape bones with low weight, so they do move with the wind ;)
If you can do animation, feel free to animate, I would highly appreciate new animations, but we`ve got around 200 units or such left on our list, so dont expect us to come up with new animations for them also. I think it is enough, that I create all my units from scratch with hand painted textures!

Such a punishing workload. Ouch!

Actually I did everything in blender too.. that was like my crusade on the ob forums.. I actually helped the niftool guys a lot.. I'm in the credits somewhere for testing ^^ Zoshi's a great person.

lost a lot of sleep to that app...

Do texture transforms work in Civ? basically textures that slide or rotate based on your inputs? Thats how I did the spinny swishy and flamey effects on the swords I made and such...
http://www.youtube.com/watch?v=Dton00DVGno
http://www.youtube.com/results?search_query=cuteunit

An acquaintance of mine crafted a command line application that would append animation data from one skeleton to another assuming the bone names jimmied. I haven't spoken with him in a while, I wonder if he's taken it further... either way we had nice success with it, I built a new skeleton and linked the wing armatures from the Imp creature in ob to it, and through trial and error we got the animations to merge peachy. Would that be useful at all to you guys?
 
hehe, that sword´s idea looks awesome, reminds me of my buboes sword, but in holy ;)
I think with BtS it was made possible to have moving textures, the units in afterworld use such. actually wanted to try around with it, but havent had time to do so, yet.

I am not sure if we can use oblivion animations in civ, as their framerates should be different, one would have to import them into max and tweak them to work with civs frame numbers.
With blender you cannot modify or export civ´s kfm files :(

So, lets see, perhaps you can come up with some more nice ideas ;)
 
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