Releasing Starmade Character rig for animation!

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    Since I feel starmade needs more animations it wouldn't be fair if i kept this to myself would it?

    Here is a tutorial for changing the skin of and a little bit on how to use the model.

    Blend file - http://www.mediafire.com/download/71k5cq1jh811a3p/Starmade+model.zip
    You need blender (duh) - https://www.blender.org/

    IF USED
    I only ask that you include this section somewhere that can be seen on the content such as
    ending credits, video description, form thread or all of the above

    ////////
    Original player model - Schine GmbH https://starmadedock.net/
    Original character rig - SKript-FrozenNebula https://www.youtube.com/channel/UCIpeeTjx5yj9CEYwkGbM7QA
    ////////

    Skins used was made by Annashade017(who is excellent at making female textures) and Edyminion(who was random xD) here on the dock!
    https://starmadedock.net/content/authors/annashade017.338260/
    https://starmadedock.net/members/edymnion.455973/

    Next tutorial coming up - How to import starmade blueprints to Blender [and make them look cool w/ cycles]
     

    therimmer96

    The Cake Network Staff Senior button unpusher
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    Tried to export to FBX aond import to 3DS max, no love though, IK broke and i can't rig yet :'(
     

    NeonSturm

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    Wrong way :)

    You need a start-position, an end-position and an math which uses different solutions to transform start to end.
    Then the best solution is chosen, based on number of input parameters and obstacles
    (such as a helmet when animating speech or putting your hear behind the ear, but it could also be a nearby block obstructing the way you want to move - ha! no support jet? That's why it's the wrong way to focus on more animations).​

    Ideally, solutions can break down to less input parameters (default ones) and even have randomisation for no supplied parameters based on other variables (body inertia, etc). Not every step would look exactly the same.

    Ideally, solutions could also merge. Merge? Yes a missing feature of current programming languages too. There is no overloading of get/set functions. (you need your own framework to add this feature by interpreting settings).
    A → B
    A → A+C → B //better because C is respected.
    A → A+C*D → B //even better because D is respected.
    A → A+D → B //possible with by inserting default numbers for C, but not automatically done :(

    If (A → A+C*D → B) is available, inserting should be automatically done for missing parameters.
    When parameters are relative, like 1/2, 2/1, instead of arbitrary numbers, it can be wrong to insert 1 as default.​
     
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    Wrong way :)

    You need a start-position, an end-position and an math which uses different solutions to transform start to end.
    Then the best solution is chosen, based on number of input parameters and obstacles
    (such as a helmet when animating speech or putting your hear behind the ear, but it could also be a nearby block obstructing the way you want to move - ha! no support jet? That's why it's the wrong way to focus on more animations).​

    Ideally, solutions can break down to less input parameters (default ones) and even have randomisation for no supplied parameters based on other variables (body inertia, etc). Not every step would look exactly the same.

    Ideally, solutions could also merge. Merge? Yes a missing feature of current programming languages too. There is no overloading of get/set functions. (you need your own framework to add this feature by interpreting settings).
    A → B
    A → A+C → B //better because C is respected.
    A → A+C*D → B //even better because D is respected.
    A → A+D → B //possible with by inserting default numbers for C, but not automatically done :(

    If (A → A+C*D → B) is available, inserting should be automatically done for missing parameters.
    When parameters are relative, like 1/2, 2/1, instead of arbitrary numbers, it can be wrong to insert 1 as default.​
    not particularly sure what your talking about?
     

    nightrune

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    not particularly sure what your talking about?
    NeonSturm is talking about doing it programmatically. Basically with code. It can be great in certain instances, but makes it harder for creative type people to add without knowing code and having access to source.
     
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    NeonSturm is talking about doing it programmatically. Basically with code. It can be great in certain instances, but makes it harder for creative type people to add without knowing code and having access to source.
    Like actually coding the game to get things to move wow