Author Topic: Taking Model Requests  (Read 802 times)

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Taking Model Requests
« Reply #30 on: June 11, 2012, 10:01:35 pm »


                The gibbering mouther, in my opinion would work better as a mesh with "mouth particles" that appear, animate, and disappear randomly at various vertices on the mesh. But I am speaking from non-NWN experience about that. Is that possible in NWN?
http://bigotherbigot...zel-sandman.jpg

Thats the visual I have in mind: Azazel from the Sandman comic.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Taking Model Requests
« Reply #31 on: June 11, 2012, 10:27:34 pm »


               <not bothering...>

Be easier, I think, to create a "vine/tentacle"-like effect and apply it to the impact node of a specially shaped torso, I think. But yeah, that would be particles from an emitter. Chain them and you might even have mouths on tentacles growing at random spots around the torso. Hmmmm, giger-type texture would work well...

Intriguing idea :-)

<...to keep his mouth closed>
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Taking Model Requests
« Reply #32 on: June 12, 2012, 03:19:24 am »


               Yeah... I wasn't thinking about how mesh's animate in NWN as I've never imported any animations for it. So since morph targets are likely out, I imagine you are right that an effect like you describe would be more convincing.

You can typically record scaling from a bone in a key frame animation. And I've used that to good affect before. Not in NWN though so I'm just speaking about what one can do generally not what one can do in NWN.
               
               

               
            

Legacy_Frith5

  • Hero Member
  • *****
  • Posts: 595
  • Karma: +0/-0
Taking Model Requests
« Reply #33 on: June 12, 2012, 04:04:31 am »


               What I tried a while back for gibbering mouther was a skinmesh glob with blocks for animating as bones (like the gelatinous cube), and then I put a scrolling texture of eyes and mouths of various sizes, shapes on it. But, it didn't look all that great.
               
               

               
            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Taking Model Requests
« Reply #34 on: June 12, 2012, 07:27:37 pm »


               <filling in...>

I don't really want to hijack this thread, but another idea occurred to me...
Create the body with mouth holes. Create funnel-shaped gibbering mouths behind the holes.
Create wart/bump objects covering each mouth.

Animate the covers sinking into the torso (revealing the mouths) and rising back to the surface (hiding them). Add an animated texture to the mouth part and you might have something pretty demented.

Sorry, Ben. Back to you :-)

<...the holes>
               
               

               
            

Legacy_Frith5

  • Hero Member
  • *****
  • Posts: 595
  • Karma: +0/-0
Taking Model Requests
« Reply #35 on: June 12, 2012, 10:50:02 pm »


               What I wanted, but wasn't sure it would really work, was to model mouths and eyeballs onto the ends of my moving bones, and have them push out against the skinmesh, hoping to deform it into a similar shape. But I never got it very good. I don't know enough, and my time is too limited.
               
               

               
            

Legacy_B_Harrison

  • Sr. Member
  • ****
  • Posts: 301
  • Karma: +0/-0
Taking Model Requests
« Reply #36 on: June 19, 2012, 10:26:00 pm »


               Sorry guys, haven't had as much time for computer stuff lately, and I have a few non-NWN projects currently on my blog, so I haven't made any progress on anything from the thread since my last post here.

For a gibbering mouther, emitters attached to a skinned blob would probably do the trick (already suggested, I think), but again it's something that would require lots of game-specific testing and it's not a project I can see myself tackling in a realistic time scale.

I did think about remaking all or most of my existing public NWN content (which is of relatively poor and inconsistent quality), but I have no idea how or if most of those resources are used by the community. So it might not be a project anyone would benefit from, taking into account CEP implementation etc...
               
               

               


                     Modifié par B_Harrison, 19 juin 2012 - 09:27 .
                     
                  


            

Legacy_WebShaman

  • Hero Member
  • *****
  • Posts: 1390
  • Karma: +0/-0
Taking Model Requests
« Reply #37 on: June 22, 2012, 01:14:02 am »


               Nice to see you checking back in, Ben.

Hope life is treating you well.