Working R2-D2 Release

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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bobfinkl
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Re: Working R2-D2 Release

Post by bobfinkl »

Thanks :bowdown: , now my geonosis arena will definitely be apart from the norm since R2D2 is the hero.
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elfie
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Re: Working R2-D2 Release

Post by elfie »

bobfinkl wrote:Thanks :bowdown: , now my geonosis arena will definitely be apart from the norm since R2D2 is the hero.
No problem. Just make sure you credit me. :D
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bobfinkl
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Re: Working R2-D2 Release

Post by bobfinkl »

Will do, (I have a few people to credit and get names of before this can be released though) oh and for the v2.0 (if you do one) possibly add some anims for him like head turning and such :thumbs: .
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Re: Working R2-D2 Release

Post by MandeRek »

bobfinkl wrote:Will do, (I have a few people to credit and get names of before this can be released though) oh and for the v2.0 (if you do one) possibly add some anims for him like head turning and such :thumbs: .
I don't think elfie will do that :lol:

That's... quite some work ;)

Edit: There are several ways of doing it.. Most simple is animating the texture, this means no new anims are required, and since the head is round, it will look like he rotates his head all the time.. Tricky, but should definately work without new animations, and strange envelopments or whatsoever :)
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elfie
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Re: Working R2-D2 Release

Post by elfie »

MandeRek wrote:
bobfinkl wrote:Will do, (I have a few people to credit and get names of before this can be released though) oh and for the v2.0 (if you do one) possibly add some anims for him like head turning and such :thumbs: .
I don't think elfie will do that :lol:

That's... quite some work ;)

Edit: There are several ways of doing it.. Most simple is animating the texture, this means no new anims are required, and since the head is round, it will look like he rotates his head all the time.. Tricky, but should definately work without new animations, and strange envelopments or whatsoever :)
I definetly don't think I will have the time to make all new anims, like Manderek said, but I could look into that animating textures.
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Re: Working R2-D2 Release

Post by MandeRek »

Quick tut:

Import model
Make it look okay (importing might mess up)
Give it it's texture
Keyframe frame 0
Keyframe frame 1
Go to frame 10
Rotate the UVs (or the head, dunno, maybe an animated mesh might work, no one ever tried)
Keyframe frame 10
Export with anims as well

Should work.. right? I think it will this way :P
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Re: Working R2-D2 Release

Post by woner11 »

animating a mesh should work.
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Re: Working R2-D2 Release

Post by (RAPTOR)BENSTWO{SGT} »

That is really cool. Every last detail looks like the real thing. Genious.
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