• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
MiniMage
Reaction score
340

Profile posts Latest activity Postings Experience Albums Resources About Medals

  • http://www.hiveworkshop.com/forums/models-530/faceless-warlock-215869/#post2147620
    you clearly have had very bad experiences with hive's modeling. I started out at making icons and hiveworkshop is where I got introduced to modeling. People helped me both in THW chat, I used the awesome tutorials and with private messages. Sure the moderators can be a little tough sometimes but isn't that a good thing? I had problems with stuff when I released my models and they told me what needed to be done. I did what they said with the help of asking around other experienced modellers and I learned how to do it myself. Hiveworkshop is a great place if you want to become a better modeller where you can be approached with good but not always kind feedback. I just want you to know that the world (in this case hiveworkshop) is not such a dark rotten place.
    another possibly easier solution is to just take the barrel you want to change and pick the same frame controlling both barrels spin, and just reverse the spin manually, not sure which is easier. perhaps just redoing it.

    im buying a new power supply soon il keep you posted
    I cant access my computer! don't know what happened, it looks like the towers power supply died, the thing connected to the wall in the tower. my ''new'' computers second hand so............this is my friends comp

    until I grab a power supply from somewhere, I cant get to the model.

    to answer your question, no, I was speaking of my later version, that i kept working on.

    the barrel spinning's easy to rig, just go to the frames marking the 1 third 2 third and 3 third marks, and then rotate the barrel by one third to the direction you want, Being dyslexic I ended up making them spin in perfect unison that was smooth, but in the same direction, all you have to do, is take the version you gave me, way back then, and make these barrels spin one third there total rotation every one third the animation.

    sorry for this failure of machinery.
    ok, I will attempt to correct a thingy I broke some how, I really am hopeless jeez. im randomly going and doing stuff so il just redo the spinning barrels again for you rather then give you my broken verson. something odd about modding this model, I wonder if its more suited to a different program from MDLvis editor, or if somthing buggys going on with my computer. hmm.

    give me 2 days
    The only way iv successfully built recoil was to delete the frames that are important to your models attack, it worked to make the spinning guns slide back and forth smoothly, so now I need to figure out how to make the recoil work with your key frames intact. so difficult uhg!

    il keep you better updated as of late iv been having issues with other stuff =*(
    Something simple, and Warhammer themed. It's not for one particular race, it's for all races... Which makes it difficult for me to think of what it could look like. But you could possibly add small elements of all races to it.
    well, the barrels spin Inverted now >.....<

    so thats chill. I fixed the cockpit back to its original thickness.
    just the forward thickness of it a bit. other wise the guns recoil was about | | from the model consumeing the intire screen. without that arm bugging it.

    ok, if you want me to, I can make the barrels rotation any way you like, that was easy.

    would you prefer >...< or <...> either way that would be 5 seconds of work.

    if you dont like the cockpits front most pannel being slightly thinner, thats an easy undo for me as well
    well, I dont get it. nothing I try makes the recoil look smooth, so i had a propisition.

    you remember how, in yuris revenge, the gattling turrets didnt recoil much, only vibrated?

    well I cant even get the vibrating to look good, for some reason bone_gun isint letting me smoothly animate it. take a look I will paste bin it to you, if you can make the guns slide back with smoothness, il give you a free plant model.

    the folder contains one without the recoil attempt, and one with 3 frames, the main starter frame at the start. the middle frame at the frame of 333 (exactly half way) and the frame at the very end, the idea was to make it smoothly glide first backwards, then forwards. creating a half a second of recoil from front to back. but it just jumps in one mili second.

    and I cant figure it out. >.<

    the models not broken on version 110 so use that as your example. and because i haven't broken it yet I hand it over to you.
    well, recoil isn't working as well as the barrel spinning did, some reason I cant make it flow nice in the recoil. all that happens is, it jumps the frame im attempting to set up instantly instead of gradually, and I cant figure out why.

    im using the bone you said to use, ''bone_gun'' I set up starter key frame and end key frame AND the main set up key frame, I did it in different orders.

    still not sure what the problem is.
    lol, ok.

    I only suggested that because then the ammo belt isn't constantly disappearing and reappearing all the time, like the orc car's ammo belt dos.

    yet a box of ammo would fix that problem, and would mean less reloads. and less work animating the belt, do you want the belt to flop up and down left and right and all over the place?

    or just gently sliding in?

    you seem to of rigged the particle emitters to pulse, rather then seem constant, was this intentional? I have now built the spinning barrels to look constant, even if the particle emitters do not. if you want to make the particle emitters constant, thatd make it more flashy, and more menacing, never stops shooting =D

    also, I haven't broken anything! I can tell thanks to the godly power of serpent wards.

    want a paste bin? =D or should i add recoil first
    ok! the barrels spin! the bones for spinning are correctly centered so now the barrels don't wobble. Il test in game to see how it works.

    the barrels currently do one full revolution for every 667 frames, they go in the same direction, clock wise, did you want it other wise? if so I can easily change that.
    hmm, well, perhaps, because, these tinker arms, look so strong, and the guns so heavy, how much recoil do you think it should have? and how often?

    I only ask because, there's only room for the guns to go backwards so far, without the turret's under-carriage/metal pilot shield going through the gun shields, thus, it looks more like the guns vibrate then actually recoil. you ok with this? if not I have an idea.

    also, did you want each back-wards jump of recoil to happen once every muzzle flash?, or only once every 3 muzzle flashes, again I ask because the entire length of animation is basically a tiny bit more then half a second right, so if its bouncing backwards 6 times a second every second it again looks like vibration.

    best way for it to look is perhaps one motion of recoil for every half a second, or 1 attack animation. what do you think? 2 backwards bounces for every 1 second. I think that should be alright.
    ok cool, I ask because once the guns are flopping forward and backward, it will be harder to make the gun's ammo slurp into the gun without looking glitchy.

    you could even, if you wanted to, add a box of ammo that the ammo belt continuously yanks out of, thus eliminating any need for any more animations other then attack. each attack animation every half a second, the belt gets yanked up in to the gun, but the end of the belt never exists because the ammo box the belts fed by, covers up the bottom of the belt. spell alternate could just be the boxes floating away spinning around fading out, then back into, existence, then re attaching to the guns.

    just a thought. il do barrel spinning now. then hopefully recoil
    just a question, did you want the belt of ammo to feed into the gun like the orc car?

    because, it might be easier to do that first, then do guns recoil, and then lastly barrel spinning.
    ok! lots to work on. il keep you posted =D

    that goblin warlock guy sure looked cool i wonder if your turrets goblin needs a hat. just a thought.

    ok, il ignore everything else as im animating bits n pieces, good idea!

    il do yours first, the very essence of the model. the recoil. the goblins less important so il start work on the guns first. probably recoil first.
    right, dumb, dumb old me.

    I was attempting to separate the goblin, from the cockpit, from the guns, from the parts under the guns that didn't move. every gun vertex, cockpit vertex, goblin vertex, and the tinker back pack arms vertex was all originally attached to the same bone. that's why I was separating parts to different bones. to try and animate the guns back and fourth with recoil. couldn't do that with the cockpit following along for the ride!

    renaming bones was just because if bones names are too similar I become confused.

    well, your better then me, so, of course you knew what to do!

    ya sure! id love a second shot at animating it, so you made the barrels spin, chill.
    some reason I couldn't make the guns go forward and backward without it happening in less then one single frame, rather then being gradual, that was another bug I found.

    so yea if your willing to let a noob have one last final shot, paste bin it to me.
    Well, No matter what I try, I cant actually custom edit the guns for some reason. il attempt to explain.

    restarting the model I found your bugs were caused when I un attached the guns vertexes from the bone to the other bone, the model crashes if I move that bone to animate it. all in all. I somehow feel too un-skilled to animate this model. >.<

    not sure why, but every time I try, I break it. I can animate parts and things, but not without breaking it. I don't even have to try hard to break it, just re-attaching the guns vertexes to a new bone, one that's attached to the same bone the gun vertexes were originally attached to, causes the model to break. WTF

    when I say ''break'' I mean the animation attack no longer follows the target.

    I dont know why, but il keep trying, but if you get tired of me, or my lack of progress il let you know whether or not I can even continue on this model without breaking it >.<


    I feel dum now.
    not sure, iv looked through versions 001-026
    still haven't found where i broke it, so iv changed tactics and have looked backwards.
    if changing back the bones names doesn't work, what else can I do? can I even animate this using mdlvis?

    perhaps stealing the animations of the orc car's gun is the only alternative for me. but then how dos the gun on the right hand side work. hmmm


    I think im going to restart, and simply rename nothing. >.< I can re animate the goblin another time. guns have higher priority.

    how exactly do i operate OinkerWinkels animation transfer, so far iv broken the model 4 times
    >.<

    iv never used it before, and tutorials are very difficult to under stand. or even find at times.
    About the chem vehicular vehical of which shall remain namless--may i recolor the ''slime'' texture blue and pink as variations? just a quick question loal
    So i broke it hey? fuk

    one comment, the idea of stand-2 was he sees something and quickly jerks his head and follows slowly with the turret in that direction to investigate. then away from it.

    i didn't test it many times enough it seems I mean I tested alot but not all versions, and not in full detail. dam.

    could it be something to do with me messing with the primary gun bone? I didn't move it, i only attached some stuff to it/changed its name.

    wonder what i did. oh i also added some time to death anmin, for the purpose of just, keeping the amin slow til i timed it.

    yes your right he should only barely land
    then get exploded

    dam. i feel bad now.
    ok sorry friend, what happened was my Internets fluctuating in and out of connectivity.

    I was having problems with the guns, I am currently attempting to resolve them. so i made nothing big just a small amount of animating not alot. to pass by the time that I couldn't really do anything some reason =/

    il pm you the paste bin now. i didn't make anything disappointing i promise you. i just moved the goblins head around a bit during all currently finished anmins. so dont worry its very little. and death anmin can be deleted if you dont like it =)

    Pm-ing paste bin to you now:
    Iv Now animated the goblin in all the stand animations, not very much, just adds some flavor
    ok! the goblins successfully animated during death animation now, he attempts to jump out and escape but is caught in the blast and flies in the air smashing the back of his head on the ground upon impact, skidding also.

    attack animations being harder to animate then i had hoped or originally thought, if you would like to see its progress now let me know il make a paste bin for you. I would like to work on it a bit more if your ok with that. in the mean time il continue animating the goblin.
    Not too quickly. something funny going on, with the bone im trying to make recoil with.

    =/

    haven problems animating the guns, so i thought MAYBE transferring the animation off the orc car could be better, because iv never done that before so i thought due to my issues animating the guns i could get away with that--but i cant figure it out.

    >.<

    so now im just working on death anmin: hes half way out of the turret during death, i have him currently jumping out! its so cewl
    ok i made it so the flashs are even so that the recoil time can line up with the flash time.

    by lined up the time i mean i added about 175 frames after one of the flashes start, as it seemed to be shorter some reason.
    ok! a question!

    you want the guns recoils to be in unison, right?

    but you dont want the drivers cab to move at all right?

    and you want the shields to recoil with the guns right?

    k, the one problem with my idea is the shields are attached to the base of the turret, if i want the tinker arms to look good in the recoil with the guns and make it look like the guns recoil nicely, the tinker arms attached to the guns have to move too. or else it wouldn't look good.

    the problem is the shields are attached to the base of the turret, so no matter what i try they will pop in and out of the shields as the shields recoil, if the lower arms recoil with the shield then they dont look attached to the turrets base any more.

    so im proposing the deletion of the tinker arms attached from the shields to the base. il see what you think before that though. for now il leave them un animated
    just a question: is there a reason as to why the shell emitters are wayy waaaay up in the air? can i get away with moving them closer?

    you welded the turret so soundly to the guns, i am having a hard time trying to pick a specific piece as to where the recoil stops and the recoil begins.

    you dont want the entire turret to vibrate forward/backward during the attack right? just the guns.

    dos this include the tinker arms attaching to the guns, or not? if so, dos this include the back pack with the arms attached?

    infact, if both guns recoils are meant to be in unison, the best place i can see the recoil taking place and being least noticeable would be where the tinker arm back pack attaches to the turrets base.
    ok! i hope your ok with the change of the name that I made.

    i changed the name from GoblinShredderTurret3_39_3.mdx

    to GoblinGattlingTurretV001.mdx

    if you must, you can change it back, this is just to help me =D

    you timed the flashes nicely, so what im going to do is create some bones for the individual arms, not for any other reason other then so i can animate each arm individuality
    its alot harder to animate 2 arms at once, though if you wanted me to try I could. if you want the recoil uniform then that will be easy to arrange.

    EDIT: i see the bone you wish for me to use, i can use this one gun bone to animate the arms together, it will be more nit picky, but what the hell a challenge. =)

    the tinker back pack arms on the back, should they just recoil forward and backward? if so il need to change the vertex attachments on the tinker backpack base, so that it dose not appear to attach/reattach over and over during recoil.
    well, i dont know your specific time zone, but where I am its mid night. or 12:00am
    have You been looking for me like crazy? i apologize, my computer wasent working, I only just got my new one up and working now

    = ((
    I guess i'll do it. Thanks for your help though.
    Also, are you finished doing that UI for Misha?
    Because if you are, could you send it to me?
    Hi there Sir Minimage..... Nice model you have....... the most little mage in Azeroth yet the 3 most powerfull... Yes! Yes! Yes!
    Lol. Maybe the 1st Cursor could be:
    - Burning Hand?
    - Black-Skinned Orcish Hand
    - Felgaurd Red/Blue Hand

    2nd could be:
    - Blood Elf hand
    - Hand with mana?
    - Human hand
    The Cursor 1 would be like a cursor for a God of Fire/War.
    Cursor 2 would be magic related.

    For the Selection Circle, make it Greek themed.
    --And quick light flashes for bullets casings going off--let me know of my limitations for particle emitters, if you even want me to do those. im thinking maybe as a joke, itd be cute if when the turret is playing death animation, the goblin tries to get out in time, but never makes it, and gets knocked down on the ground by the blast and is consumed in the fire ball. the moving goblin would require the additional goblin vertex, unless the one in the cockpit has a full set of bones legs arms head ect. in which case it doesn't require another goblin vertex.

    let me know =D
    ok I think i found it now? did I find it? ''View Conversation with MiniMage''?

    ok. you said that only final animations remain. what kinds of animations, do you think you would like to see implemented, this is your baby so I wouldn't bother touching vertexes or any thing.

    a question: are you ok with the adding of bones? or even the re attachment and un attachment and re attachment once again of different vertexes onto different bones for the purpose of animating? just got to ask =D

    if so, is there specific bones you want left un touched and intact?
    if so let me know

    I know you are aiming to conserve space, and being all of this course of action causes space to be taken, I intend to be careful about space.

    let me know what needs to be done and you can mail it to me via paste bin =D
    your model will be fun to animate a sexy death animation onto =D so excited
    im thinking: parts flying every where! with fire!!
    Kk chill, that last message of mine was rushed admittedly, plus my shift key is dieing. as I said im not exactly sure what you mean by hive chat, these personal channel boards isn't direct hive chat? is there something more live some where else near by? similar to facebook or msn? il find it!

    the ''yud'' was me saying with an accent that im sorry.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top