Hard Light Productions Forums

Off-Topic Discussion => General Discussion => Topic started by: HotSnoJ on July 07, 2003, 05:28:08 pm

Title: The SS Ani Challenge
Post by: HotSnoJ on July 07, 2003, 05:28:08 pm
Since I've found a way to make SS ani's with Blender I'd like to see if other people can do it with other 3D apps (e.g. Lightwave, trueSpace, 3D Max, ect.).

(http://swooh.com/peon/hotsnoj/misc_images/herc.png)
This is what :V: did
(http://swooh.com/peon/hotsnoj/misc_images/ss-apollo.png)
This is what I did. (still need background :V: used)


People we want Volition quality here. Not some ModelView32 rendered 1 frame ani that looks good but clashes with :V:'s stuff.

Requirements: I may add to this
 -1 ss ani, can be any ship even a test cube. But a real ship would look better.
 -Stripped down file(s) with all textures and/or images that can be used with any ani made.
 -(Optional)Small tutorial on how you did it. Even if it's just low detail notes (i.e. render frame 1-19 then...).

Rules: I may add to this
 -Use any computer application you want. Even 2 different 3D apps in the same ani! But it would be better if you could only do it with one.
 -You must supply links to all the resources and all applications used. If the resource or application is a warez version either say it is or link to the valid versions site.

Prizes: I may add to this
 -No prizes ATM, just the warm feeling you get when you help the HLP community.
 -Hopefully the admin's will pitch in something.




Good luck everyone! :nod:
Title: The SS Ani Challenge
Post by: Stunaep on July 08, 2003, 01:15:38 am
Let's see, it's really simple with max. Unfortunately, Teno's testicles are still intact, so I can't post it. Just go d/l LM3 ani pack, you'll get a good bunch.
Title: The SS Ani Challenge
Post by: Bobboau on July 08, 2003, 02:13:02 am
do I have to do the wire frame didly, the rest is very easy, but TS has no built in wire frame shader (yess I know) so it's somewhat hard to do that, I just have the lights slowly come on as the camera moves into the rotation position from its inital over head spot
Title: The SS Ani Challenge
Post by: Nico on July 08, 2003, 02:31:53 am
Quote
Originally posted by Bobboau
do I have to do the wire frame didly, the rest is very easy, but TS has no built in wire frame shader (yess I know) so it's somewhat hard to do that, I just have the lights slowly come on as the camera moves into the rotation position from its inital over head spot


you can get away easily with it: the ship wireframe is seen only from above, so you can use a map on a plane for that. The grid is flat, so same thing.

As for me, nah, too lazy, sorry :p
Title: The SS Ani Challenge
Post by: DragonClaw on July 08, 2003, 10:10:13 am
What I'd really like to see is someone do an FS1-style loadout ani :)  Those are damn impressive :)
Title: The SS Ani Challenge
Post by: HotSnoJ on July 08, 2003, 10:17:33 am
Quote
Originally posted by DragonClaw
What I'd really like to see is someone do an FS1-style loadout ani :)  Those are damn impressive :)
I tried it once. Didn't get what I wanted.

I think they used animated texture maps. Not sure since I don't know if there is some feature in 3D Max that :V: used or if they made a plugin.
Title: The SS Ani Challenge
Post by: DragonClaw on July 08, 2003, 10:32:56 am
Anyone know a trick on how to make the transition from wireframe to solid, without using Photoshop or any other image editing program?
Title: The SS Ani Challenge
Post by: HotSnoJ on July 08, 2003, 12:33:35 pm
Quote
Originally posted by DragonClaw
Anyone know a trick on how to make the transition from wireframe to solid, without using Photoshop or any other image editing program?
It's called layering.
Title: The SS Ani Challenge
Post by: DragonClaw on July 08, 2003, 12:38:49 pm
If you are talking about photoshop layers, I said WITHOUT using an image editing program. Read plz
Title: The SS Ani Challenge
Post by: Flipside on July 08, 2003, 01:05:08 pm
I am assuming you are using a 3D rendering program?
If you are, then you need to animate the material itself, which is a lot harder than it sounds, because the thing is UV mapped, so just using an avi of the Wireframe being overwritten by the main texture won't do.
The best I have managed to get so far is a fade from Wireframe to Solid.

Flipside.
Title: The SS Ani Challenge
Post by: Thorn on July 08, 2003, 01:08:04 pm
Its simple with MAX... SLICE... thats about all I can remember on how to do it...
Damned if I can figure out how to do it with Lightwave...
Title: The SS Ani Challenge
Post by: HotSnoJ on July 08, 2003, 02:06:17 pm
Quote
Originally posted by DragonClaw
If you are talking about photoshop layers, I said WITHOUT using an image editing program. Read plz
Blender has layers. I used them and a thing in the materials options called "Evn" (99% sure its called that). Evn makes anything beyond it totally invisible. So during the wipes when half of the model (wired or textured) is gone, it's really all there, just not visible.

Anyway if you have no idea what I just said all will be explained in the tutorial.
Quote
I am assuming you are using a 3D rendering program?
If you are, then you need to animate the material itself, which is a lot harder than it sounds, because the thing is UV mapped, so just using an avi of the Wireframe being overwritten by the main texture won't do.
The best I have managed to get so far is a fade from Wireframe to Solid.
Read above answer :drevil: The only other programs I used to make the second ani were Blender, Irfanview, a little bit of PSP, and AniBuilder.
Title: The SS Ani Challenge
Post by: Solatar on July 08, 2003, 02:07:30 pm
A little off topic...but I made these grids for anyone to use. I think they are very much like the :v: ones.
(http://www.3dap.com/hlp/hosted/14_year_war/Solatar/grid.jpg)
(http://www.3dap.com/hlp/hosted/14_year_war/Solatar/grid2.jpg)

EDIT: Still working on the bg of the second one, gotta make it show up more.
Title: The SS Ani Challenge
Post by: Thorn on July 08, 2003, 02:14:11 pm
whee.. that saves me texturing the damned thing, or from using actual geometry... thanks
Title: The SS Ani Challenge
Post by: HotSnoJ on July 08, 2003, 03:36:44 pm
Quote
Originally posted by Thorn
whee.. that saves me texturing the damned thing, or from using actual geometry... thanks
Geometry is the WAY to go when making ss ani's!
Title: The SS Ani Challenge
Post by: Thorn on July 08, 2003, 03:41:37 pm
Not necessarily...
I can get the exact same effect by making a flat cube and applying that texture to it as I can by making a grid with actual geometry... saves on rendering time...
Title: The SS Ani Challenge
Post by: HotSnoJ on July 08, 2003, 06:12:45 pm
Quote
Originally posted by Thorn
Not necessarily...
I can get the exact same effect by making a flat cube and applying that texture to it as I can by making a grid with actual geometry... saves on rendering time...
I sorta do that but that's only when the camera is not moving. Try making the grid's glow look like it's a glow on a flat plane while the camera is moving from the top view to the angled view. I dare you to try without postprocessing :ha:
Title: The SS Ani Challenge
Post by: Thorn on July 08, 2003, 06:20:13 pm
simple.. make that texture glow...
Title: The SS Ani Challenge
Post by: HotSnoJ on July 30, 2003, 01:23:00 pm
:bump:
Title: The SS Ani Challenge
Post by: Taristin on July 30, 2003, 01:28:51 pm
Hm... I can use that grid base, set it so the black is transparent, and set it to glow up onto the fighter above. :drevil: