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Messages - Monsieur OUXX

#3421
General Discussion / Re: Rotoscope
Wed 08/12/2010 13:41:27
In 2010 there should be some piece of software detecting the white spots in the video (the ones you glued on your body and/or face), transforming them into skelettal animation, and exporting them into mainstream 3D formats.
Don't tell me that doesn't exist, I won't believe you. and don't tell me it doesn't do it in less tham 5 minutes, I won't believe you either.

Come on, I want names.


PS : that kind of tutorial gives me faith in Humanity.
#3422
The ProgZmax improvements are good, but I still think pull/push need to be clearer, even though they're already much clearer than the original ones.
At the moment it looks like the object that's being pushed/pulled is actually important, whereas it's the movement (pushing or pulling), and possibly the hand, that are important.
#3423
Changing the topic's title to bump appropriately.
#3424
The same issue appears in all your backgrounds : You don't connect the ground with vertical objects.
It's like there's a completely flat ground, with vertical objects standing on it.

- In the forest, the grass does not hide the stone and the bushes enough.
- On the beach, the sand is too flat and does not connect well with the cliff.
- In the city, the ground is not well connected wit the buidings.

The limit between the ground and the vertical objects is definitely too sharp.

Work on that! That's the immediate flaw I spot, and that's a quick win for you!
The rest is lovely in my humble opinion
#3425
Cianty: It's a good idea to try rep;acing words with icons, but your icons are not good enough. You need to make them clearer.

Examples :
- The "open"/"close" look more like "lock"/"unlock"
- the "push"/"pull" look more like "use the Force to attract/repell"

They need to be more "straightt o the point".

I confess it's not easy! It's actually much harder than it sounds. But it's worth working on it.
#3426
Looks really nice! And how inspiring!
I don't know if I prefer the saturated colors of subspark or the original faded colors of quo_sp.
But in any case, the quality level is already very high. I'd suggest not spending more time on enhancing it for now, and instead trying to produce as much material as possible, before the motivation fades away. Along the way, hire some talented artists to enhance your already-totally-sweet backgrounds ;-)

Actually I'm volunterring to paint one or more backgrounds from scratch.
#3427
@Wersus: If there's one thing I've learnt about the video games industry, it's that if you had an idea, then someone, somewhere, made the application to automate it - especially with nowadays' incredibly elaborate production pipelines.

@LimpingFish:
#1 Thanks a lot. I couldn't see a Daz3D tutorial on the web showing what I'm asking for, but I sense from the way you described it that it should be possible to create those "walk transitions" very easily.

#2 The only annoying thing with Daz3D is the non-free content. I guess Daz3D would be able to import content generated from other applications? (the kind of free content I'd have made myself :-D)

#3 Finaly, I might be wrong, but I believe Poser is the most powerful tool to generate realistic human figures. Am I wrong?
I'm tempted to create the characters with Poser and then export them to Daz3D for the animation, but on the other hand, I believe it's always a bit tricky to import animation data from other 3D applications that have a very specific pupose or use a very specific technology (in that case: Poser for the modeling and Daz3D for the animation)  -- there's always something that goes wrong. Any suggestions on that more general matter?
#3428
Thanks. Your sample video pretty much answers my question : the character is simply rotated around the vertical axis, but there is not specific animation dedicated to changing direction, which is a pity.

Do you or anyone know if a tool does that?

the solution you suggested (manually editing the keyframes) is Ok for one character but I'm looking for a universal solution, with as little work involved as possible.
#3429
Hi,
I'm looking for a piece of software that would make easy AND realistic walk animations. I'm thinking of Poser because it's a all-in-one solution, but I have a question to ask for people who have already used it :

Are "turning" characters  (that is, characters that are suddenly changing direction while they walk) realistic in there, or is Poser just rotating the character while the walkcycle goes on?

Realistic "turning" characters imply having them putting their foot on the ground, and rotating their leg and hips while the foot is not moving.



#3430
It was good fun :-D But it's damn hard!
#3431
Quote from: Khris on Mon 08/11/2010 13:41:55
The code is pretty messy right now; I might have a go and rewrite some of it. Whether I do or not, I'll post the source soon.

I've heard that before! :-D
A zip, an upload, or I'll kill your dog, rape your family, and burn your house.
#3432
I demand all the source codes to be released, every single one of them.
#3433
Wow, the finish is so good compared to the unfinished versions I played.
Seriously, guys, try it out, it's good crack!
#3434
I REALLY REALLY REALLY REALLY like the background.
Like those tones, like those shadings.
#3435
At the end of that video, I notice that the animation of Doc's character is much moother than C. Lloyd's crazy acting and arms-moving!

Pity :D
#3436
Damn I wish I weren't at work and had more time, I've been SO curious about the script grammar tree and garbage collection for so long!
#3437
<hate post>
To those who haven't noticed yet: It's not funny anymore to mock Icey Games. It's obsolete humor. He's made a lot of efforts, and when I read "nobody gives a shit about what inventory items you click", IMO the moron is not Icey Games. Obsolete humor, I tell you.
</hate post>

Having said that, the answer is the same as other answers : Technically, it's probably possible to interface AGS with Facebook, but before you do that you need to :
1. Understand TCP/IP well enough to interface AGS with advanced protocols (HTTP, etc.),
2. Understand the Facebook APIs well enough to program them.
In other words it's very very very hard, if not impossible.
#3438
Be careful if you have antialisaed objects in the foreground (the black golf clubs) because the characters can't be antialised the same way, so it might look awkward when they walk there. I'd advise to test the result before extending that practice to every room.
#3439
Critics' Lounge / Re: Low Res Character
Fri 22/10/2010 17:25:07
The front view shows a tough guy, with broad shoulders.
The side view shows a very flat guy. Muscular guys are much "thicker" than that (torso, bum)
#3440
Completed Game Announcements / Re: Kuma Story
Fri 15/10/2010 16:56:16
That was fantastic.
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