Those animations are simply spectacular
OMG! History comes alive!
Chopping off the legs, beheaded soldiers, flag carriers, standart bearers, unhorsed cavalry... Whole combination of those animations create a real, bloody and fierce medieval war experience. I hope team BC use them for the project.
It's basically impossible to include these animations in either BC or vanilla M2TW because every mesh has to be modified to match the new skeleton.I hope team BC use them for the project.
CHeers
Archer one is still amazingly cool looking
Yeah, I would love to see these eventually.
Wait, if one gets these animations for M2TW... and then gets BC when its out... will we have a BC with animations?
Or wait, we'll need to transport animations over the the BC units right or? ehrm
OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
REVERT INFANTRY THROWING PILAE TO ROME TW'S SYSTEM AS IT WAS PERFECT!
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We should kidnap the animator and force or threat him to convert those stuff for BC.
i figured out that some archers (or even a lot) carry their quiver at the waist so with the new animation they would pull an arrow from where no quiver is...
It's a question of work load.
With over 280 units x 3 or 4 lod's, you're talking about a huge amount of work to make them compatible with a new set of animations.
And then you know 2 weeks later another set of animations comes out, and you have to do it all again.
Just to make a head fall off. Nah we'll avoid that thanks.
Cheers
How can you call an Two handed decapataion "Fluff"?
Whats so "Fluffy" about a man or animal losing its head?
Unless its a Fluffy animal(which horses and camels sure as hell are NOT)
JK
But on topic, I did not realize it would be that much work, I thought that the engine used only base models but I guess I was wrong(you can tell I'm not a skinner).
But "Fluffy" or not, I'm still looking forward to this mod
Good job fellows.
He means unnecessary.
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Well, I'm entirely modding-illiterate, so can someone clarify this for me?
The creator of those two animations, is he simply editing the current animations (IE having the head fall off of the original two-hand sword combo, and adding bowstrings/arrows to the archers) or is he creating new animations?
I bring this up because it seems the reason for not implementing them would be because every model would need to be edited to allow the head to fall off...but what if new animations that involved no limb-severing were created? Like off the top of my head, single-handed axes and maces could use some unique kills.
So are combo animations possible to make from scratch? Because you wouldn't have to go overboard with severed limbs and whatnot.
Last edited by Kip; October 13, 2007 at 06:04 PM.
The thing is that his animations require a new skeleton that isn't the standard M2TW skeleton. So you would have to add a bone in the correct place to all the skeletons of the units.
Now the plus of just modifying a current animation using the current skeleton is the fact that it will be compatible since it uses the same skeleton as all the other units but just moves the bones differently.
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