Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

AnimatedCatTailAv.148

Submitted by kellym0
This bundle is marked as approved. It works and satisfies the submission rules.
Hi ALL! first model iv ever uploaded so if im doing something wrong let me know and il correct it within the day! this model is not my first model I ever started-but is the first one iv ever considered ''finished'' and if people want me to change something about it then I will work on that too!

Its originated from the prop called ''CatTail'' used in countless maps. this cattail is different though--it may not look too different--but its all nicely sweetened up.

It has all the animations and properties required to be a ''Ward'' it has:

Birth
Death
Stand-Portrait

Recommended scale of 1.20 to 1.40 -- if you use it too much smaller then it cant cover as much area and you will feel implied to use more of them, how ever the smallest that looks ok is 0.90, any smaller and youl notice it sinking into the ground.

And it has collision spheres so you can both right click to attack and left click to target spells, Remember though the collision spheres are narrow and tall like the plant in-order to eliminate problems targeting units inside clouds of these plants, (to Imagen where they are exactly, they are under the base of the stems, and inside the grass zones, up to the health bar). WARNING: DO NOT USE MORE THEN 600 IN YOUR SCREEN!!! YOU WILL LAG, I found 600 on a map didn't seem to cause the same problem though. it took 3000 of them on a map to cause me any lag.

Special thanks to MiniMage for his expertness and helpfulness on particle emitters--and to 67Chrome for treating a noob like me as a person and telling me how to do stuff.and -Grendel for teaching me stuff. and IkillForYou for giving me requested models and thus inspiring me to model edit, and others such as RMX, NFWar, Maker, Mr.Goblin, sPy, PyramidHe@d, Fingolfin, and Licheus.: who all helped me indirectly making this project actually happen by just being friendly.

Give credits and what not and no I don't care if you feel like altering it or adding more or taking less from it. once you have it its yours, just don't upload it anywhere keep your edited versions to your selves. if you truly are tired of the 3 pronged variation and decide to make B and C as ones with 1 and 2 deleted prongs go ahead I was too lazy.

---UPDATE---: just wanted to mention to those who say CUSTOM TEXTURES SUCK--well this custom texture imported is 2 kbs, and the plant its self is 11 kbs, so once you optimize your map if people even do that, the effect IN MY OPINION, is worth the size.

---UPDATE 2--- changed particle emitters some more

---update 3--- added another particle emitter

---UPdate 4--- added better screen shot

---UPDATE 5--- taking advice from TLI-Inferno I segmented each stalk of the plant, they are no longer stiff like boards. I also perfected the particle emitters some more

---update 6--- slowed the animations down and made them more smooth.

---update 7--- found I some how bugged the segmented animation by not attaching vertexes to proper bones, thus repaired that by re attaching them

---update 8--- did alot of things, intensified the particle emitters, made them have less emission rates lowered there spread, smoothed the segmented animation, made the segmented animation work more in unison, and made the death animation shaking more vigorous.

---update 9 hopefully last update--- made the death animation even MORE vigorous, made the plant wiggle in a 5 point pentagon shape instead of a 3 pointed triangle. and fixed uv wrap.

---update 10!!!--- made the stalks move more independently by making them move more erratically.


---Update 11--- ok, few, after a hard days and nights work, iv done this: fixed the ''origin'' attachment point, should work now, added a ''Chest, Head, and Overhead'' attachment points ranging in heights, changed the texture of the particle emitter (very key, as this particle texture is shared by more models, thus this is a big edit because I changed that Texture) Added a new screen shot and fixed a small Piece of the Death animation.

---update 12--- ok iv added 4 more attachment points: hand left, hand right, foot left, and foot right, there are now origin, chest, head, over head, hands and feet attachment points


---update 13--- hopefully last update--- added new internal name

---update 14--- changed animations into linear, there were no helpers or 2 sided materials that could be changed so.

---update 15--- When I linearized the animations using mdlvis editor, the particle emitters lost half there strength somehow, so I just fixed that on this cattail as well.

--update 16-- sorry guys, this was my mistake, the plant bush matter of my last update broke during my last update after fixing my previous update

Keywords:
Animated Plant, Aquatic Plant, Destructible Plant, Plant Ward, Plant, Wiggly Plant, It Puts the Lotion Ect Ect, Else it gets the Hose again
Contents

AnimatedCatTailAv.148 (Model)

Reviews
Moderator
01:05, 14th Oct 2012 Kwaliti: A rather useful model with a lot of effort placed in it.
  1. kellym0

    kellym0

    Joined:
    Nov 28, 2009
    Messages:
    848
    Resources:
    51
    Models:
    49
    Skins:
    1
    Tutorials:
    1
    Resources:
    51
    thanks frengers!
     
  2. InfernalTater

    InfernalTater

    Joined:
    Jul 12, 2008
    Messages:
    2,970
    Resources:
    36
    Models:
    32
    Icons:
    2
    Packs:
    1
    Tutorials:
    1
    Resources:
    36
    You nailed it. I wasn't asking for erratic movement, but a waving motion, which is what you achieved when you made them move separately while turning. Waving looks nicer than spinning, just my opinion.

    I'm increasing my original rating from a 3/5 to a 4/5.

    Just look at your original version, if you still have it, and compare it to what you have now after many updates. It looks so much more lifelike, now. I still have all of your versions in a folder.
     
  3. SlayabThoR

    SlayabThoR

    Joined:
    Dec 17, 2010
    Messages:
    75
    Resources:
    0
    Resources:
    0
    Looks fine.
     
  4. kellym0

    kellym0

    Joined:
    Nov 28, 2009
    Messages:
    848
    Resources:
    51
    Models:
    49
    Skins:
    1
    Tutorials:
    1
    Resources:
    51
    thank you inferno! im glad you like it now, makes me feel much better and much more vindicated -- you're comments are appreciated


    and thanks to you too SlayabThoR

    Im Debating on starting my next UV wrap soon, I think you guys will like it =)


    EDIT: ok iv added a new particle emitter texture--this texture is white instead of green making it more compatible to my needs--this means you need to use a new texture that comes with it now which is called GrassParticlesV015.blp

    if you still have GrassParticlesV011.blp then discard it its out dated.
     
    Last edited: Sep 20, 2012
  5. FRENGERS

    FRENGERS

    Joined:
    Aug 4, 2012
    Messages:
    970
    Resources:
    4
    Icons:
    3
    Maps:
    1
    Resources:
    4
    5/5 Always because i can't made like that ;) ;)
    Nice GG GJ ;) ;) Keep the skill up ;) ;) But i hope you could be next B2M :p :p
     
  6. xorkatoss

    xorkatoss

    Joined:
    Jul 12, 2010
    Messages:
    1,590
    Resources:
    7
    Models:
    5
    Maps:
    1
    Spells:
    1
    Resources:
    7
    hmm i could swear i saw this on hive before, there was that guy that edited most of the wc3 environment models and made them like they were being blown by the wind in an attempt to make an "alive environment" although i don't remember his name >_<

    ontopic:
    this could be useful for terrainers and breaks the monotony and bored-ness of the normal wc3 enviroment models, gj!5/5:thumbs_up:
     
  7. kellym0

    kellym0

    Joined:
    Nov 28, 2009
    Messages:
    848
    Resources:
    51
    Models:
    49
    Skins:
    1
    Tutorials:
    1
    Resources:
    51
    not sure xorkatoss, I dont remember seeing that -- if you can show me an animated cattail that is around some where then il feel silly because I made this model out of lack of finding something to use. believe me I looked hard.

    how ever, thank you for your compliment.

    and thanks frengers! =D
     
  8. HappyCockroach

    HappyCockroach

    Joined:
    Feb 4, 2009
    Messages:
    2,991
    Resources:
    71
    Models:
    33
    Icons:
    36
    Packs:
    1
    Tutorials:
    1
    Resources:
    71
    greetings, young grasshopper.

    long ago, i once dared venturing into the fascinating universe of the animated doodads.

    and here you can see the broken remains of my ambitious, but frustrated attempt.

    nevertheless i will share the little knowledge i acquired with you.

    beware the linear animations. they will tempt you, but they won't reproduce the beauty of the wind softly blowing on the fields.

    the short road is always the most uncertain...

    and, bear in mind:

    [​IMG]
     
    Last edited: Sep 23, 2012
  9. kellym0

    kellym0

    Joined:
    Nov 28, 2009
    Messages:
    848
    Resources:
    51
    Models:
    49
    Skins:
    1
    Tutorials:
    1
    Resources:
    51
    hahaha thanks HappyCockroach! Im not that good at animating yet! iv never seen those before, had I found them I would have been really happy a long, long time ago. in a map editing atmosphere far, far away.

    when you say linear, you mean horizontal movement? oh and ya your cattails animated way better then mine. Im almost afraid to try and copy you're type of animation. its alot more complex then mine is.

    Thanks for the yoda picture--makes me feel less old and more encouraged!
     
  10. HappyCockroach

    HappyCockroach

    Joined:
    Feb 4, 2009
    Messages:
    2,991
    Resources:
    71
    Models:
    33
    Icons:
    36
    Packs:
    1
    Tutorials:
    1
    Resources:
    71
    welcome you are.

    now, cutting off the drama :ogre_kawaii:
    everything in animation is numbers. linear is a kind of animation controller that can interpolate your numbers in a certain manner.

    [​IMG][​IMG]

    first graph shows linear interpolation - it is pointy.
    second graph shows curved interpolation - it is smooth.

    if you ever had calculus it would help you understand now... linear controllers form a curveless graph across time. curved animations form curves.

    imagine a function that expresses displacement of an object across time. each second, it moves 2 meters, constantly - in a linear variation. then, suddenly, it starts to move -1 meter each second (move 1m back/second). it will change its variation instantly, in a jumpy way. in a graph, that is the pointy corner. if that point was a soft transition curve, it would deaccelerate through time and smoothly change direction.

    get it?

    i don't know many modelling software to wc3 that deal with curves, except 3dsmax7-2010 + NeoDex or 3dsmax5 + Art Tools... but the quality gain is enourmous.
     
  11. kellym0

    kellym0

    Joined:
    Nov 28, 2009
    Messages:
    848
    Resources:
    51
    Models:
    49
    Skins:
    1
    Tutorials:
    1
    Resources:
    51
    ok so you mean smooth out my animation paths or add more variant frames, ok.

    I have the lacking math ''skills'' (for lack of a better word) of a grade 4, and the social studies/history and Earth science of a grade 12--so I never did calculus but can under stand what you're saying in theory thanks to the graph.

    I have no idea how to do that to be honest, as my only 2 programs I use are MDLvis editor and MAGOs. I could never get other things like oinkerwinkles or war shape or benders to work.

    im not sure where I could grab the tools of which you speak of, perhaps I shall work to grabbing some of those.

    thanks for you're input--and thanks for the complement!

    EDIT: added frames to slow rates of acceleration for the plants grass and stalks independently of each other
     
    Last edited: Oct 8, 2012
  12. jonbon29

    jonbon29

    Joined:
    Aug 19, 2014
    Messages:
    1,098
    Resources:
    0
    Resources:
    0
    I need this too tnx dude I guess this is for the ruins.