Flags mod
Sam 28 Juil - 11:31
http://www.subsim.com/radioroom/showthread.php?t=221524
All the flags seen from the observation periscope (x16), 3 different views on the same picture :
All the flags seen from the observation periscope (x16), 3 different views on the same picture :
Re: Flags mod
Dim 29 Juil - 10:53
About the 3D model of the flag, maybe it could be improved. There is already a far better animated model created by Testpilot which is very nice, but I think it's too much detailed. What about creating a better animated model, but not too complexe ?
There are several videos on Youtube showing how to do this with blender.
There are several videos on Youtube showing how to do this with blender.
- gap72
- Messages : 30
Date d'inscription : 26/07/2018
Localisation : Palermo
Re: Flags mod
Mar 25 Fév - 20:37
Admin a écrit:About the 3D model of the flag, maybe it could be improved. There is already a far better animated model created by Testpilot which is very nice, but I think it's too much detailed. What about creating a better animated model, but not too complexe ?
There are several videos on Youtube showing how to do this with blender.
How detailed is Testpilot's model? I would like having a look at it, but I couldn't find a valid download link.
If you want, I can send you SH5's animated flag. It is composed of 100 frames, each having 800 triangles.
Re: Flags mod
Mer 26 Fév - 12:02
gap72 a écrit:Admin a écrit:About the 3D model of the flag, maybe it could be improved. There is already a far better animated model created by Testpilot which is very nice, but I think it's too much detailed. What about creating a better animated model, but not too complexe ?
There are several videos on Youtube showing how to do this with blender.
How detailed is Testpilot's model? I would like having a look at it, but I couldn't find a valid download link.
If you want, I can send you SH5's animated flag. It is composed of 100 frames, each having 800 triangles.
--> 349 frames, 6400 triangles for each.
But it's beautiful, even if it seems that some frames are missing, because the movement is not smooth when the animation restarts from the beginning... (or this is just an imperfect creation...). In SH3, surprisingly, the fps level is not very decreased (I can't give you precise data right now).
Screenshots :
- gap72
- Messages : 30
Date d'inscription : 26/07/2018
Localisation : Palermo
Re: Flags mod
Mer 26 Fév - 15:52
Admin a écrit:
--> 349 frames, 6400 triangles for each.
[...]
In SH3, surprisingly, the fps level is not very decreased (I can't give you precise data right now).
Even though you didn't notice any fps drop, 349 x 6,400 = 2,233,600 faces is a bit too much for such a small detail as a flag, especially if you think that including reflection and (not working) dynamic shadow models, SHIII's Bismark does not exceed 28,000 triangles LOL
Admin a écrit:
But it's beautiful, even if it seems that some frames are missing, because the movement is not smooth when the animation restarts from the beginning... (or this is just an imperfect creation...).
SHIV/5's flag model looks nice too, much more detailed than the one used in SHIII, even though - having seen many WWII ensigns - I find the way its hoist connects with the flagpole (simulating three "anchorage" points) not very realistic. I would rather prefer the whole hoist edge not to move, as if it was anchored to the flagpole for its whole length...
As for the animation glitch that you have noticed with Testpilot's model, that's not a trivial issue. I think that 3DS Max has the tools needed for creatinga a pefectly smooth flag animation. From what I have read so far, creating simple flag animations in Blender is an easy task too, but making looping animations is not so straightforward, and it requires scripting skills that are beyond my current (basic) Blender skills. See the links below for more:
https://blender.stackexchange.com/questions/93641/creating-looping-cloth-animation-for-sprite
https://blenderartists.org/t/animated-flag-looping-animation-that-looks-continuous/436626/8
https://www.reddit.com/r/blenderhelp/comments/bmzxt6/help_on_looping_flag_simulation/
Re: Flags mod
Mer 26 Fév - 16:14
gap72 a écrit:2,233,600 faces is a bit too much for such a small detail as a flag, especially if you think that including reflection and (not working) dynamic shadow models, SHIII's Bismark does not exceed 28,000 triangles LOL
Indeed, that's huge, that's why I would like a lighter animated flag model.
gap72 a écrit:SHIV/5's flag model looks nice too, much more detailed than the one used in SHIII, even though - having seen many WWII ensigns - I find the way its hoist connects with the flagpole (simulating three "anchorage" points) not very realistic. I would rather prefer the whole hoist edge not to move, as if it was anchored to the flagpole for its whole length...
I don't like this flag for the same reason. SH3 has already mods/supermods which implement this flag.
gap72 a écrit:
As for the animation glitch that you have noticed with Testpilot's model, that's not a trivial issue. I think that 3DS Max has the tools needed for creatinga a pefectly smooth flag animation. From what I have read so far, creating simple flag animations in Blender is an easy task too, but making looping animations is not so straightforward, and it requires scripting skills that are beyond my current (basic) Blender skills. See the links below for more:
https://blender.stackexchange.com/questions/93641/creating-looping-cloth-animation-for-sprite
https://blenderartists.org/t/animated-flag-looping-animation-that-looks-continuous/436626/8
https://www.reddit.com/r/blenderhelp/comments/bmzxt6/help_on_looping_flag_simulation/
Thank you for the links !
- gap72
- Messages : 30
Date d'inscription : 26/07/2018
Localisation : Palermo
Re: Flags mod
Mer 26 Fév - 20:07
Admin a écrit:gap72 a écrit:having seen many WWII ensigns - I find the way its hoist connects with the flagpole (simulating three "anchorage" points) not very realistic. I would rather prefer the whole hoist edge not to move, as if it was anchored to the flagpole for its whole length...
I don't like this flag for the same reason. SH3 has already mods/supermods which implement this flag.
Yes, I am sure that with the appropriate tools, for devs wouldn't have been difficult giving us a better flag model than the ones we currently have, and without need to increase the poly count. I think that 800 x 100 is a good compromise
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