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Free company militia

Submitted by Cuore
This bundle is marked as approved. It works and satisfies the submission rules.
"Take a peasant. Give him a gun. Tell him that with it he'll serve the Emperor and Sigmar in battle. Promise him great honor and rewards. Does this make him a soldier? Too many young men have died like this... Pour me another, Birgitte!" - Eckart Stählmann, former captain of the Empire

Light renaissance-themed infantry armed with a pistol in addition to a sword. This model was made after a request; it uses only in-game textures; animations are linear; portrait is incorporated. Anyone can use or modify it so long as credit is given to those who have contributed making it. This includes the authors in the credits list.

Credits:
HerrDave : he made the hat's plumes
HappyCockroach : he made the hat itself


Special thanks to HerrDave because of the great help he's provided me with during development.

Changelog:
1. changed animation "Attack Slam" to "Attack Spell Slam". Thanks Kyrbi0 !
2. tweaked the walk cycle. Again thanks Kyrbi0, and MogulKhan!
3. (1.2) Multiple tweakings to animations, trying to get them flow better.
4. (1.3) Removed a minuscule geoset still present during Decay Bone.
5. (1.4.3) Rework of Stand Ready and all the Attack animations, which are not imports from the optimized bandit by Ujimasa Hojo anymore, and are instead now fully hand-made. Many thanks to Wark, and especially to TheBronze for their feedback and comments.
6. (added variant 2 with morph) As many users would find useful having this unit being able to switch between melee and ranged stances, a second version of the unit has been added, that features melee animations in the default sequences and ranged animations in a set of alternate sequences. This variation has been called version 2.1. Version 1 is being preserved for those who want to take advantage of a (minimally) lower filesize.
7. Added related icons.
8. Added proper collision shapes. Thanks to General Frank for pointing that out!!!

Other infos:
- I discovered that a similar model was made long ago. If you are interested in this model, you might also like Privateer and Pirate made by Lord_T.

Tags: renaissance, gun, infantry, militia, empire, warhammer, germany, holy roman empire
Contents

Free company militia (v1) (Model)

Free company militia with morph (v2) (Model)

Related icons (Icon)

Reviews
General Frank
A very nice, original model with in-game textures. Works in-game. Good job.
  1. Kyrbi0

    Kyrbi0

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    and you used the Peasant texture for the face. Lawl!


    Noice stuff, mate. Seems you're definitely taking it easy from buildings with some cool unit models. ; )
    My only issue would be the Attack Slam; it's a fine animation, but it generally only/always plays on Critical Strike/Pulverize-type abilities, which it's not possible to turn into Ranged abilities (i.e. him shooting with his gun). Might just be better renamed to "Spell" for a gun-shooting ability.
     
  2. Cuore

    Cuore

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    I used that texture. Or did I? ;)

    Naming it Attack Slam was specifically requested. I agree that it makes much more sense to name it Spell something tho.
     
    Last edited: Jan 2, 2018
  3. Hazop

    Hazop

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    Cuore you can make 2 copies just change animation names, or simply rename it to spell, its your choice. Becuase i have thought of making a custom critical strike called "Gun?" Which buffs attack and its 40 or 50 % of happening or i might just give a spell similar to firebolt that makes the dude fire his gun
    (And yes i am the requester for others info)
    And cuore thank you for your hard work :)
     
    Last edited: Jan 2, 2018
  4. Cuore

    Cuore

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    "Attack Slam" changed to "Spell".
     
  5. Hazop

    Hazop

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    K
     
  6. Kyrbi0

    Kyrbi0

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    Actually, I think you can even do "Attack Slam Spell", and it'll work perfectly for both.

    Might wanna test that first.
     
  7. Cuore

    Cuore

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    Renamed the sequence to "Attack Spell Slam"; it does get triggered by both kind of abilities. Thanks Kyrbi!!!
     
  8. Kyrbi0

    Kyrbi0

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    No problem, man. I've seen it done elsewhere, so I was pretty sure. Neat! : )
     
  9. MogulKahn

    MogulKahn

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    I am sorry, but those animations needs serious fixing.
     
  10. Cuore

    Cuore

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    Alright :) Would you mind going into more detail?
    It's unclear what you mean until you explain your point a little more completely: what is it that's wrong and how do you suggest to fix it?
     
    Last edited: Jan 3, 2018
  11. MogulKahn

    MogulKahn

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    His walking animations are too... robotic? He is running in a strange way. I don't know how to describe it, but put it next to a Warcraft 3 model and you gonna see the difference.
     
  12. Cuore

    Cuore

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    This model doesn't jump as much up and down, and the keyframes to animate its walk animation are reduced to a minimum but it's not something I perceive like a flaw, nor I see any particular robotic character. I'll run some tests with walk cycles imported from the vanilla game.

    Edit: I've been watching various models patrol alongside this one: the difference is evident but it doesn't really disturb me; on the contrary I like my model's walk cycle more.
    At this point I'm not really sure that the walk cycle needs to be altered tbh. I'd really like to hear more opinions from viewers and reviewers before I modify it.
    Thank you very much for the feedback you've given in any case!
     
    Last edited: Jan 3, 2018
  13. Kyrbi0

    Kyrbi0

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    I think I see a little of what he's saying (whether it's intentional and/or good/bad is another question entirely, but) in my non-artist opinion, what it lacks is 'weight'. He just sort of seems to be 'floating', in a way?

    From what little I have heard of animation, that can be a symptom of the "intervals being too evenly spaced"; that is to say, the time it takes for him to raise one leg is too similar to the time it takes to lower that leg (planting the foot for the step).

    I don't remember which way is preferred, but one should be longer than the other to give a sense of weight/urgency/speed/force/etc (IIRC, the 'fall' should be faster than the 'rise'?)

    $0.02
     
    Last edited: Jan 3, 2018
  14. Cuore

    Cuore

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    That's a grat suggestion thanks Kyrbi0!
    I've tried doing what you've suggested: I slightly made faster the portions of animations in which one leg raises while the other is being stretched backwards, let's see if it got any better.

    (I'll be looking into it some more. I suspect that the impression of the guy floating comes from using too few keyframes and from jumping too little up&down during the sequence)
     
    Last edited: Jan 3, 2018
  15. Kyrbi0

    Kyrbi0

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    I'm not detecting much of a difference, but that's my untrained eye for ya.
     
  16. HappyTauren

    HappyTauren

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    The idea is really nice, however the animations feel way too stiff.
     
  17. WTFliio

    WTFliio

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    The model is good... add a skin that replaces the texture that doesn't look like pirate... like a 17th century militia or something... anyways, it's cool and the most awesome model I downloaded.
     
  18. Cuore

    Cuore

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    I'll be trying to give more fluidity to the sequences by adding keyframes, and at the same time adding accompanying motions of the peripheral bones.
    Thank you guys for the comments!

    @WTFliio I would like you to see some of the most important concept pictures:
    [​IMG] [​IMG]

    Hoping that you like it better, I made two separate versions without the eyepatch (one uses the other villager's skin). Note that it still has the same stiffness problems of the main model though.
     

    Attached Files:

    Last edited: Jan 4, 2018
  19. Kyrbi0

    Kyrbi0

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    Ha! I was right. ; )