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Gengar

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
Big thanks to @Sharkarsh for making the texture for this model, awesome stuff!

Here he is, the boss himself.

I've been wanting to make this one for a while, since I thought it was weird how I never had made a model based on Pokemon, even though my username is Pokemon-themed.

I'm really happy on how this one turned out. (Thanks again to @Sharkash)

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Give me and @Sharkash credit if you use this!

Feel free to tell me any problems with the model.


Mesh made in Milkshape by me.

Don't distribute this model without my permission.






Changelog:
1.0 Uploaded
1.1 Added Blinking, and changed "Spell Throw" to "Spell Special"
1.2 Fixed problems with Geoset Animations, and made Death, Decay and Dissipate all non-looping (hopefully this can get approved now)
Contents

Gengar (Model)

Reviews
General Frank
There are still a lot of issue with the model that you might want to fix. Please make sure you correct the following issues: Lots of unneeded tracks and some flaws...
Level 14
Joined
Apr 18, 2016
Messages
396
Stand animation triggers me.
The talk one is pretty neat though :eek:

What does "triggers" mean?

cool, i was surprised by the moving mouth and tongue.. you could have given him blinking eyelids tho

also, the anims are relatively smooth, which is cool xD

Thanks, I wavered on whether I should have added a mouth and tongue or not, but I realized that it's characteristic of Gengar.

About the eye-blinking, I'm not so sure how to go on with doing that, if I knew I definitely would add it.
 
Eye blinking can be done in a few ways, but they all need eyelid mesh. (and two eyelid bones if you're doing the first one)

You can either just rig the lower part of the eyelid mesh and have it blink by pulling the eyelid bones, so they stretch over the eye; Or you can do the blinking with geoset animations, like blizzard did with war3 murlocs.

the easiest would be to set up a second-two global anim and do the normal or geoset animation there, but a slight disadvantage of it would be that it would blink even in 'death-related' anims, which would require a manually animated second set of eyelids, for where he should keep them closed :b

the more tedious, but maybe the neater way, is to do a separate animation for blinking (one or two times, with a pause), on a separate model, (but same skeleton and mesh/texture). and then use matrix eater to timescale the blinking animation into every single anim where he should blink. then just close eyes 'manually' for anims where he doesn't need to blink. you might need to do that step by step, unless you copy the instances of blinking animation to match the number of anims that need blinking xP

my usual setup when doing that in matrix eater is; (import from file, into an opened model)
geosets: 'leave all'
animations: 'leave all', then later 'timescale' blinking into a certain anim
bones: 'motion from all' since we're having the same skeleton, or at least just the head and the eyelid bones.
matrices: .. not sure, i don't touch that one
objects: 'leave all' because you don't want duplictes of every single event object, particle, or attachment point
visibility: ..i don't touch that one either, but it should let you choose if the geoset starts mimicking other geoset in whether or not its visible or not
 

Deleted member 247165

D

Deleted member 247165

:D :D :D so cute. The spell animation is hilarious
 
Level 14
Joined
Apr 18, 2016
Messages
396
Eye blinking can be done in a few ways, but they all need eyelid mesh. (and two eyelid bones if you're doing the first one)

You can either just rig the lower part of the eyelid mesh and have it blink by pulling the eyelid bones, so they stretch over the eye; Or you can do the blinking with geoset animations, like blizzard did with war3 murlocs.

the easiest would be to set up a second-two global anim and do the normal or geoset animation there, but a slight disadvantage of it would be that it would blink even in 'death-related' anims, which would require a manually animated second set of eyelids, for where he should keep them closed :b

the more tedious, but maybe the neater way, is to do a separate animation for blinking (one or two times, with a pause), on a separate model, (but same skeleton and mesh/texture). and then use matrix eater to timescale the blinking animation into every single anim where he should blink. then just close eyes 'manually' for anims where he doesn't need to blink. you might need to do that step by step, unless you copy the instances of blinking animation to match the number of anims that need blinking xP

my usual setup when doing that in matrix eater is; (import from file, into an opened model)
geosets: 'leave all'
animations: 'leave all', then later 'timescale' blinking into a certain anim
bones: 'motion from all' since we're having the same skeleton, or at least just the head and the eyelid bones.
matrices: .. not sure, i don't touch that one
objects: 'leave all' because you don't want duplictes of every single event object, particle, or attachment point
visibility: ..i don't touch that one either, but it should let you choose if the geoset starts mimicking other geoset in whether or not its visible or not


Would I need a "closed-eye" texture for making an eyelid mesh?
 
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