Like put her arms by her side rather than out awkwardly? Yeah most likely, at least during the running. I kinda like her standing pose, it's kinda menacing and once she's got emmisives on her hands from weapons it'll make more sense, like she's just ready to cast a spell at any time, but i may adjust it so her arms are a bit more relaxed with hands at hip level.
The run animation definitely needs some tooling up, for one i want to get more leg movement showing through the dress, I'll likely have to radically change how the lower section is rigged an animated, it's not a normal run cycle since you don't see any movement when the legs pull bag, just a push on the skirt when they go forward. The arms i'm thinking she may pull behind her back as if handcuffed to offset her forward weight as she leans forward, this way her upright leg position makes more sense and i can be lazy, er smarter! about how i animate her without killing myself making it look normal. All up in the air right now but looking forward tommorow when i'll have a good bit of rest and KINDA know what the hell i'm doing from the start without any nagging fears of what could go wrong.
I would use the current stand as something like a channelling animation and give her a "normal" stand, with the arms hanging relaxed to the ground (and maybe a stand ready where she puts the hands in front of her chest or something)
I dislike using an awkward hand position for her standard stand animation. (Well, you can modify actors to use another animation as standard stand if you like, but she should at least have a normal stand animation imo, for the sake of reusability)
I like the model, it looks very nice in the pictures; I hope the animations will be just as nice (the ones in the video are a start, however the final ones really should look better ;) - no offense, I could probably never do something similar)
€ A walk animation would be nice, too, where she walks more "gracefully", if you know what I mean (like less arm movement, and she stands more upright, currently she runs a little buckled ;) )
Yeah, good call, i'm starting to lean towards a more generic position myself to make this model more acceptable.
Main reason i'm posting in this thread is to put this project on Hiatus for a few weeks though. There's a dominance war challenge going on and this is the perfect time to concept up some additional classes while building the 'folio. I'll likely make another thread when i have some tangible concepts worked out for the additional classes.
Using the model should be pretty standard I *hope*. I'll make a small tutorial on how to adjust abilities to use specific animations on the model, and create a key for each animation and what it corresponds to to make it easier.
Already a lot of the animations line up since i used a base blizzard rig with correctly named bones, helpers, and animations. So things like standard attacks fire from her hands already, and generic walk and attack animations work as intended.
I'll likely make at least 1 or 2 of these models open source, but doing such things as swapping out armor peices and changing attacks and abilities will be a bit more advanced and will likely be more up to the map creator.
Like put her arms by her side rather than out awkwardly? Yeah most likely, at least during the running. I kinda like her standing pose, it's kinda menacing and once she's got emmisives on her hands from weapons it'll make more sense, like she's just ready to cast a spell at any time, but i may adjust it so her arms are a bit more relaxed with hands at hip level.
The run animation definitely needs some tooling up, for one i want to get more leg movement showing through the dress, I'll likely have to radically change how the lower section is rigged an animated, it's not a normal run cycle since you don't see any movement when the legs pull bag, just a push on the skirt when they go forward. The arms i'm thinking she may pull behind her back as if handcuffed to offset her forward weight as she leans forward, this way her upright leg position makes more sense and i can be lazy, er smarter! about how i animate her without killing myself making it look normal. All up in the air right now but looking forward tommorow when i'll have a good bit of rest and KINDA know what the hell i'm doing from the start without any nagging fears of what could go wrong.
I would use the current stand as something like a channelling animation and give her a "normal" stand, with the arms hanging relaxed to the ground (and maybe a stand ready where she puts the hands in front of her chest or something)
I dislike using an awkward hand position for her standard stand animation. (Well, you can modify actors to use another animation as standard stand if you like, but she should at least have a normal stand animation imo, for the sake of reusability)
I like the model, it looks very nice in the pictures; I hope the animations will be just as nice (the ones in the video are a start, however the final ones really should look better ;) - no offense, I could probably never do something similar)
€ A walk animation would be nice, too, where she walks more "gracefully", if you know what I mean (like less arm movement, and she stands more upright, currently she runs a little buckled ;) )
@Kueken531: Go
Yeah, good call, i'm starting to lean towards a more generic position myself to make this model more acceptable.
Main reason i'm posting in this thread is to put this project on Hiatus for a few weeks though. There's a dominance war challenge going on and this is the perfect time to concept up some additional classes while building the 'folio. I'll likely make another thread when i have some tangible concepts worked out for the additional classes.
When you're finally finished with this model, what do you think you (or someone else) is gonna have to do about abilities and such? :|
@yukaboy: Go
Using the model should be pretty standard I *hope*. I'll make a small tutorial on how to adjust abilities to use specific animations on the model, and create a key for each animation and what it corresponds to to make it easier.
Already a lot of the animations line up since i used a base blizzard rig with correctly named bones, helpers, and animations. So things like standard attacks fire from her hands already, and generic walk and attack animations work as intended.
I'll likely make at least 1 or 2 of these models open source, but doing such things as swapping out armor peices and changing attacks and abilities will be a bit more advanced and will likely be more up to the map creator.
@crazyfingers619: Go
in some of the blizzcon art panels they talk about how they go about animating some of their models, maybe it could give you some ideas.