Warhammer 40k Leaderheads...

Smoking mirror

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I realy need help with my Warhammer 40k leaderheads, so far I've got two chaos generals (Nurgle and Khorne) but need pallette adjustment help, as I can't change the last two pallette entries. This means that random bits of the image are going to be transparent.

So, is there anyone out there who can edit the pallette on standard leaderhead flics? here is the forward flic for Khorne; Forward
 

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If anyone has got, or is working on any Warhammer 40K leaderheads you could post them here, it'd be a good place to compare styles and make any comments.

I notice that the head is a little lower and smaller than most other leaderheads, but I wanted to give hima compact and powerfull look, and also wanted to iclude the horns.

here's the nurgle leaderhead, they take about half an hour to render on my machine so I'm going to wait till I know if someone can help before I post all four animations. Also have to work on the static images (with the kisses and bandages etc..)
 

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That looks totaly bizzare, I think its going to be best If I post the individual windows bitmap renders. Should be possible for someone toput together a useable leaderhead from that. I've test rendered both and they look just great, so I don't think they need any further changes before final production.
 
Avi file

OK, after much tying I cant seem to get a finished flic in the right pallette. However here is a the AVI file that could be transformed in to a flic, hopefully by Hikaro Takayama... If this doesn't work I can post the raw BMPs.
 
EDIT: Nevermind, you posted the AVI, I'm checking it out.

And since you asked, I'm posting some test screenshots... just random stuff since I had problems with the ork armor so I switched to something else for a moment. From the left: Space Wolf (ordinary trooper though), Chaoslord of Tzeenth, Noise marine if it can function as Slaneshi lord and possible Ultra Marine general, one that looks like a general at least. Again, it's just a test of the models I have mixed with a head... so if you think something sucks tell so.
 

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That's really cool ED! I love the eye on the Ultramarine :D.

I'm not sure about the head on the space wolf. First impressions are it's set a bit far back.
 
Head can go closer, no problem. What I'm more worried about is that it's ordinary trooper, but whatever..

@Smoking Mirror
The AVI file is corrupt as well. Don't know at which point it might have happened, but if it went straight out of the renderer, then it's probably it.
 
I'm not fond of the background you have ED... At least for the non-chaos marines. Its good for the chaos. And I was thinking of Deamonette or some sort of Female for Slaanesh. We're equal oppertunity here. But they all look Really good.. Oh, and for the Chaos remember we need a Generic 'Chaos Undivided' Leaderhead as well.

But they al llook ace.
 
Hey guys, I've successfully converted the AVI (it was quite easy, since the original animation frames only used 221 unique colors, and PSP automatically shuffles the unused colors to the end of the palette), but I've been having one hell of a time uploading the files (they're 2.75 MB for each ZIP file). I'm going out to get some dinner, and if I still can't upload the files when I get back, I'll be more than happy to burn them to CD and mail it to you.

Edit: I've successfuly uploaded the Forward flic, but still haven't had much luck with the reverse flic. Since it's really late, and I've got a bunch of stuff I want to do tomorrow, I'll give the reverse flic another shot tomorrow morning.

Oh, and as for HOW I do this, I create the FLCs with Jasc Animation Shop 3 (Japanese edition), which came with PsP 7. I either (a) start with a properly sized AVI file and export one of the frames to PsP or (b) start with a series of 121 BMP files rendered and open one of them in PsP. Once I've got a frame from the animation in PsP, I run a color count to determine the best way to reduce the number of colors. If it already has 254 or less colors, I just use the reduce to 256 colors to the nearest color using either octree or median cut (all that does really is determine what order the used colors are in the palette and whether the unused colors will be white or black), change the last two colors to green and magenta and save the resulting palette file. If the original image has more than 254 individual colors, I'll reduce the image to 254 colors by using the reduce color menu and setting it to "x/8 bit" and specifying 254 colors, median cut and reduce to either nearest color or, if the image has several thousand unique colors, dithering, change the two unused colors (PsP will still generate a 256 color palette, but the last two colors will be black and not used by any of the pixels in the image) to magenta and green, and save the palette. I then close PsP (without saving the image), and go back to Animation Shop 3. I check the animation properties to make sure that the "background color" is set to magenta, then save the animation I with the quality bar on the highest setting. Before clicking on the continue button, I click on the "customize" button, which allows you to set the number of colors you want the animation reduced to (16-255), and which methods to use for color reduction. I chose "specify palette" and select the palette I generated in the previous step with PsP, and in the section below, I either select "to the nearest color" or "dithering" based on the same criteria as with the single frame color reduction test. Once I'm set all this up, I click "Ok" which closes the customization window and returns you to the save window. Once there, I just click on "continue" until it's finished converting and saving. To get the Reverse animation, all I do is go to the "edit" menu and click "select all frames." Then I go to the "animation" window and select "reverse frames" and save it as the reverse file using the same settings and palette (although, since it's already been reduced to 256 color I just set it to reduce to the nearest color rather than dithering if dithering was chosen in the initial conversion), and presto, the reverse flic is now done. Piece of cake, right? :crazyeyes:

One final note: The reason I prefer to start with the raw bitmap files rather than convert an AVI is twofold and results from prior knowledge with various animation formats. You see, I created my first Autodesk animations when I was in High School using a shareware program called Animagician (which I still have on one of my backup disks somewhere) that could create autodesk FLI (a slightly older format, but basically the same as a FLC file) animations from PCX files that were up to 320x200 pixels in size. I also used another program called Movconv that could convert between the various formats, and here's what I learned: AVI format, like JPEG image files, is COMPRESSED video, which results in a slight grainyness. FLI and FLC animations, on the other hand, are uncompressed, but manage to keep their overall size down using a uniquely radical (but effective) method: They start with the first frame, and only save the DIFFERENCES in individual pixels between the first frame and each following frame. Thus, converting AVI files, where each frame is quite different on a pixel by pixel scale due to compression, results in larger files than what are created by creating a raw animation from a series of uncompressed BMP or TIF files, resulting in less total frame differences and thus smaller files. I hope that made some kind of sense :crazyeyes:

Forward flic: http://www.civfanatics.net/uploads8/KhorneFW.zip
 
Well I used JASC Animation Shop 3 as well to convert about 60 leaderheads from AVI to FLC without problems.. and it couldn't read SM's AVI properly - what muffins posted happens. Dunno why your Animation Shop could read it...

AVI is not a compressed format - it is capable of compression, just that. In Poser I just render to uncompressed AVI and Animation Shop reads it and converts to 256 without any problems.
 
embryodead said:
Well I used JASC Animation Shop 3 as well to convert about 60 leaderheads from AVI to FLC without problems.. and it couldn't read SM's AVI properly - what muffins posted happens. Dunno why your Animation Shop could read it...

That's because the force is strong with my computer, young padawan :p Either that, or maybe it has something to do with the Japanese charchter set? :confused: I don't know why, but it worked just fine when I loaded it up on my comp. Yet another possibility could lie in the fact that because my computer was made in Japan, but is running software from about a half dozen countries, with multiple video codecs for multiple DVD region and video coding support (NTSC, PAL, etc) and thus is used to dealing with dodgy video. ;)
Edit: actually there was ONE thing buggy with the AVI file that I noticed, but was able to catch before converting it to FLC: some how, some way, all the frames in the ENTIRE animation had a frame delay of 0/100 of a second. Fortunately, I have Animation shop 3 set up so that the default frame delay is 1/100 second, if none is specified. That might be why mine was able to load the file properly and yours wasn't. When converting to FLC, I selected all the frames and made sure that the delay was 1/100 sec (standard Civ III LH flic speed) before saving it as a FLC. I also forgot to mention that key piece of info in my tutorial earlier.

embryodead said:
AVI is not a compressed format - it is capable of compression, just that. In Poser I just render to uncompressed AVI and Animation Shop reads it and converts to 256 without any problems.

For some reason, there still is a bit of blockyness/streaking as it were in even uncompressed AVI video. When I did my first LH, Garnet, I rendered as an AVI movie, and those animations were both about 2.5 MB, but when I rendered Squall as individual BMP format, the resulting FLCs were about 1.2 MB each, allowing me to upload the resulting 1.3 zip file that included both FLCs and all the PCX files in one (fairly) easy to download (uless you got dialup) file.

Muffins: I'm glad my little tutorial was actually intelligible enough for you to follow. My attempts at explaining stuff usually are completely misunderstood for some reason or other. My next project (after I finish the Ork Looted Russ) will be adding a tutorial on using Bryce 5 for making units to the tutorial section. This tutorial will involve a step-by step process on how to make a piratey lookin' 18th century ship/fortress cannon (which I'll release once I've got the tutorial finished, making it my first historical/real world unit).

Edit: The Force is difinitely NOT with my internet connection, I'm still 0/20 on trying to upload the reverse FLC (although If you want to try a hand at converting the fwd flic to reverse with your new found knowledge, Muffins, you can go right ahead, since it would most likely be faster than waiting on my sorry connection to actually manage to upload it).
 
Thanks Hikaro Takayama thats great! Do you have a dial up modem? that sucks, We've had Broadband for a while now, you forget how long it takes, I never used to download leaderheads when we had Dial up.

Anyway, heres the avi from the nurgle leaderhead, it takes me about 40 minutes to render each animation so if theres an easy way to do a reverse flick thats great.

the Nurgle Avi is here; nurgle forward
 
embryodead said:
EDIT: Nevermind, you posted the AVI, I'm checking it out.

And since you asked, I'm posting some test screenshots... just random stuff since I had problems with the ork armor so I switched to something else for a moment. From the left: Space Wolf (ordinary trooper though), Chaoslord of Tzeenth, Noise marine if it can function as Slaneshi lord and possible Ultra Marine general, one that looks like a general at least. Again, it's just a test of the models I have mixed with a head... so if you think something sucks tell so.

I think they look great :), Purple or pink would be a better colour for the noise marine, and you may want to use some simple texture maps for the armour to stop it looking so smooth.
I think the marines will look better with human faces, the space wolf helmet looks a bit.. strange. Would probably look better at unit size.
 
Those look cool SM. Although I imagine it's hard to get him to look happy with no facial expresion. Maybe have his eyes change color... although it looks like you already have everything working and rendered :D

And for one who isn't in the know what is a 'Noise Marine' and why does he have a megaphone attached to his helmet?
 
Kinboat said:
Those look cool SM. Although I imagine it's hard to get him to look happy with no facial expresion. Maybe have his eyes change color... although it looks like you already have everything working and rendered :D

And for one who isn't in the know what is a 'Noise Marine' and why does he have a megaphone attached to his helmet?

I did try changes of colour, originaly I had the lights in the environment change to reflect his change of mood, but with only 256 colours any change of colour can cause difficulties. Also I realised it cause a certain amount of strobe effect in game (which is not a totaly bad thing given that he's a minion of chaos). :)

In the end I quite like the fact that they have no expresion (or a fixed one), it makes them a bit like the actors in an ancient greek play, given a set part to play. Very enigmatic.

Its been a while since I knew anything about warhammer 40K but I think a noise marine is a follower of the chaos god slanesh who uses evil music as a weapon (think "the spice girls" through a 500 watt amp). all thier weapons are based around sonic attack, and the bizare screams they constantly send out cause terror in thier enemies.

I've always thought slanesh was the least convincing chaos deity... :D
 
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