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Chriz.'s Animation Projects

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Deleted member 126647

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impporttxw3.gif
 

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Are you familiar with the character? In AotZ he is a freakishly twitchy and overly hyperactive imp, meaning a sudden attack would be fitting. But I'll look into it and see if it can be improved upon, sure.

EDIT: Messed with it a bit

impattfw0.gif
 
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Deleted member 126647

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impatt2me7.gif
impdeathng4.gif
 
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The new one is for possession and the blink to corpse spell.

The Spell Throw is for meteor and fireball.
 

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Problem I find with that, WILL, is that sometimes when death animation are too long they get cut off by the dissipate, so the convulsion keyframes would only be wasted space. Good idea though, thanks.

impjuguz8.gif

This little dude is done.
 
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The model was made to replace a WoW model in AotZ, so it could be accepted at Wc3c. MC ! based his model on the WoW imp (conceptually) but it has its differences.

I just added my own twist to the animations, which were of course also made from scratch.
 

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Yeah, I suppose he would be my next job.

It actually looks like I might finally finish all my jobs and be free, for once!

I might just have to throw myself a party after that.
 
If, for example, the death anim took 3 seconds, and the dissipate took 3.5, then under Death Time in the object editor you add them together to make 6.5. Or add a bit extra just in case.

If you have a hero whose model has no dissipate animation, and if the death anim is 3 secs, if you set the Death Time to 3 secs, the corpse dissapears, but if you set it to 6 secs then the hero plays the death anim, then goes transparent when after for the remaining time of the Death Time (i.e. when the dissipate anim would play if it had one)

So you could make the death anim be 10 seconds if you really want it to. Just make sure that the death time is set up correctly.
 

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True, but it would be too much hassle since this is going to be a public resource.

I'd rather make a quick and easy death, so that way nobody has to fumble around with in game parameters, especially because of all the noobish complaints I'd get all the time.
 

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Yes, it is. MC ! will release it once Wc3c is back up and running, along with Myriad.
 

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No, I meant when he gets animated he will also be released, I don't work that fast.
 

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My latest project, for Tides of Blood. Myriad is not currently needed for AotZ, so I won't start working on him until he is.

battlerageroie9.jpg


All you see here is by erwtenpeller.

I rigged the model on to a bone structure now and he has all the basic animations (which I've tweaked and adjusted to fit the new model).

I'll reveal to you guys which model's bone structure and base animations I've used once this guy is completely finished, but trust me, they look good.

Now I have to make the custom animations for his new skillset and work on his portrait.
 

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erwt MADE the Trike you know, and he edited the Inquisitor.
 

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Oh, well he's had a change of heart.

promobrcy9.jpg


Glows.
 
Level 12
Joined
Sep 13, 2004
Messages
268
No, I meant I read a post by Erwt in which he said he'd rather shape something from scratch than edit the model...
I'd never touch software like vertex modifyer or magos, thats more what i was aiming at. At the time i didnt even know it was possible to import geometry and bones into max. Now that it is possible though, it is a verry nice timesaver.

At the moment i'm working on a model for tides that is fully from scratch, though.

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Nice thread chriz! This entire subforum is like a schrine to you :D
 

Deleted member 126647

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runcx6.gif

Sped the gif up to the speed he would most likely be running at in the spell, but I personally don't know the details.
 

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Oh yes, yes he does.

He's the Juggernaut, bitch.
 

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slamui1.gif

He jumps in the air and bashes a unit into the ground, it's called Browbeat.
 

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Did, it looks quite awkward. The spell will be triggered to make him fly to the unit and fall to the right height, etc. They could probably set the air time themselves. Thanks for the input though.
 

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That's an in-max shot, so yes, it will look flawless in game (texture-wise).
 
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