Action Hank Posted May 14, 2015 Posted May 14, 2015 Hey guys Ruud provided me this Titan and asked me to get it working in RenX I got the Titan skinned on the existing skeleton + animation This thread will be used for progres, feedback and help. Walking I have been thinking about how to get it working in the SDK. My idea was to create invisible set of wheels that the Titan rides on. The walking legs are more or less just flailing for the illusion of walking. Technically its just a normal tank with a walking animation. Ofcourse would be nice if the walkinganimation speed is linked to the speed of the Titan itself. Pic for illustration Will this setup work in RenX SDK or any other ideas? I dont want it to be too complex, im not a tech man, just a 3d artist Quote
Totem Arts Staff NodSaibot Posted May 14, 2015 Totem Arts Staff Posted May 14, 2015 Looks nice! Quote
Former Developers Havoc89 Posted May 18, 2015 Former Developers Posted May 18, 2015 Curious to see progress on this. Yes there is a node in the animation tree editor that can speed up / slow down animations based on movement speeds. We use that on our character animation tree for dynamically scaling the animation speeds to auto adjust to character speeds. That node is called "AnimNodeScaleRateBySpeed" inside the animation tree. Not really sure how to setup a mech though. Definitely need someone with programming expertise for this one. Quote
Ruud033 Posted May 19, 2015 Posted May 19, 2015 Do we always have to animate a vehicle using wheels? I can imagine that characters are animated using a different system. Can't we port this over to a mech vehicle? Quote
Totem Arts Staff Handepsilon Posted May 19, 2015 Totem Arts Staff Posted May 19, 2015 Do we always have to animate a vehicle using wheels? I can imagine that characters are animated using a different system. Can't we port this over to a mech vehicle? I'd believe you need to look on DarkWalker in UT3... though it's not exactly a similar legged thing (the legs were not as rigid as the Titan) Quote
Action Hank Posted May 20, 2015 Author Posted May 20, 2015 About importing the fbx model into the SDK. How would you recommend importing the animations. One fbx with multiple animation on the timeline? (example, frames 1-10 for idle & frames 12-48 for walking) or seperate fbx with each animation? I never really worked with udk. Quote
Former Developers Havoc89 Posted May 28, 2015 Former Developers Posted May 28, 2015 I've been digging into this a little bit more lately, and it is indeed possible to get mechs working without custom code. I just have one problem left to resolve. But as soon as that is fixed, i'll release the code, max, and UPK files for it. I didn't really need to do any custom coding, but a little bit is required to get a custom animation tree node for changing the animation for backward movements. For the most part I'm at about 90% and all of that 90% was done without any coding, and mostly handled from the animation and the anim tree editor. Quote
Xtractor Posted May 28, 2015 Posted May 28, 2015 Wow your Titan are cool Havoc89 ,+ people love them ,Wish( edit not Wish I Want them :=)) ) it could be ingame in some maps Quote
Ruud033 Posted May 28, 2015 Posted May 28, 2015 Awesome dude!!! WIll you include the titan vehicle in the new update as well? Quote
Action Hank Posted May 28, 2015 Author Posted May 28, 2015 Nice, that titan is way better than the CNC3 one. I feel like my own attempt will be much worse. I dont feel too bad though, because ive been very busy with finishing my education. I spent very little time on my own attempt hehe. Sorry ruud Quote
Henk Posted May 28, 2015 Posted May 28, 2015 That looks sick! I like the height advantage it has, especially vs infantry. Quote
Ruud033 Posted May 28, 2015 Posted May 28, 2015 Nice, that titan is way better than the CNC3 one. I feel like my own attempt will be much worse. I dont feel too bad though, because ive been very busy with finishing my education. I spent very little time on my own attempt hehe. Sorry ruud It's okay haha. Seems like we don't need that one after all.. Quote
zocom7 Posted May 29, 2015 Posted May 29, 2015 Great to see a new unit WIP so far, now how about adding a Wolverine as well? Titans and Wolverines work really well together. Quote
suchconquer Posted May 29, 2015 Posted May 29, 2015 This might pave the way for the more lore-friendly X-O Powersuit. *hint* *hint* *nudge* *nudge* The X-O Powersuit was the first bipedal walker designed by GDI. It is commonly considered the grandfather of walkers used in the Second Tiberium War. Source: http://cnc.wikia.com/wiki/X-O_Powersuit Quote
Ryz Posted May 30, 2015 Posted May 30, 2015 Wouldn't it be cool if this unit and a Nod equivalent could be unlocked ingame as 'experimental weaponry' when a team has reached a certain pointlimit (preferable by attacking, if this is possible to calculate)? Quote
boxes Posted June 1, 2015 Posted June 1, 2015 Wouldn't it be cool if this unit and a Nod equivalent could be unlocked ingame as 'experimental weaponry' when a team has reached a certain pointlimit (preferable by attacking, if this is possible to calculate)? Recon Bikes or Stealth Generators would be sweet. Quote
Former Developers Havoc89 Posted June 2, 2015 Former Developers Posted June 2, 2015 The titan is now avaliable for SDK users. I'm sure some one is able to make a mutator that could bring it inside Open Beta 4. viewtopic.php?f=136&t=75257 Quote
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