Author Topic: New Ogre Animations  (Read 463 times)

Legacy_henesua

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New Ogre Animations
« Reply #15 on: July 07, 2012, 12:44:36 pm »


               I just noticed this thread

It appears that a team of shadows has been working on ogres too. And hill giants?
               
               

               
            

Legacy_Rolo Kipp

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« Reply #16 on: July 07, 2012, 04:02:48 pm »


               <thinking of...>

AzurDraak wrote...
Mastodon?

+1 :-)

Or a gorgon, perhaps, if his name in Mongo?

<...flaming saddles>
               
               

               
            

Legacy_Pstemarie

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« Reply #17 on: July 07, 2012, 04:14:23 pm »


               Hadn't seen the other thread. Oh well...I'll continue forging ahead with mine and see where it takes me 'Image
               
               

               


                     Modifié par Pstemarie, 07 juillet 2012 - 03:40 .
                     
                  


            

Legacy_Pstemarie

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New Ogre Animations
« Reply #18 on: July 07, 2012, 08:44:44 pm »


               New animation suite is up for testing for Project Q's Testing Team. Most likely the anims will be in Q v1.5.
               
               

               
            

Legacy_Master Jax

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« Reply #19 on: July 08, 2012, 06:59:35 am »


               Oh? A little teasing on what these may be?..
               
               

               
            

Legacy_Pstemarie

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« Reply #20 on: July 08, 2012, 06:28:24 pm »


               I've done a lot of fine tuning this morning to the ogre animations. This is what I've come up with so far:

  • All Project Q and Monster Mash ogres use c_ogre35 as the animation supermodel. This model is in turn linked to the new a_ogre animation tree, consisting of the following supermodels: a_ogre, a_ogre_non_cmbt, a_ogre_med_wep, a_ogre_custom, and a_ogre_casts).

  • I have added four additional run animations and 4 additional walk animations to c_ogre35. This takes care of what I affectionately referred to as the "Gump run/walk". 

  • Ogres can now use ALL the animations normally useable by player characters and other Type F models (bugbears, goblins, orcs, etc.).

  • Ogres can now equip weapons in the left hand. This also includes equipping torches AND the torch's vfx and illumination works).

  • The only known issue is that an ogre equipped with a torch will not hold it aloft when running or walking. I have not been able to isolate the issue YET. I think it has something to do with the "walk_swordL" and "run_swordL" animations and the way they tie in with the "torchL" animation.

If anyone could offer some insight into the issue noted in bullet #5, feel free to reply...

'Image
               
               

               


                     Modifié par Pstemarie, 08 juillet 2012 - 05:46 .