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Rigging, Animation and UV Mapping

RR_Raptor65

HoO Team Member
Animator
Provisional
Hello, just found this project after a sudden thirst for a good tall-ship game.

I can rig and animate just about anything, am very familiar with CryEngine 3 and it's rigging requirements and have no problem making working ragdolls. UV mapping isn't a problem either.

I'm also a bit of a black powder nut and am more than familiar with just about every form of muzzleloader ignition system out there. I own two Matchlock Muskets (.75 and 25mm), a Flintlock pistol and an 1863 Remington rifle, plus a .50 rifle barrel I haven't decided what to do with yet.

I do work for Saurian as well, which would take priority over this project but at Saurian's current stage of development I'm left without a whole lot to do for the moment.

Here's a sample of some of the animation work I've done for Saurian:


And some work done for Crynosaurs before being reformed as Saurian:

 
I'm happy to help and am ready to jump in right away. I will be leaving to visit family on the 24th and won't be back until August 5th, until then I'll be able to do a bit of work if you have some ready.
 
@RR_Raptor65 , welcome to the greatest "age of sail" game community, anywhere!

:ship
Although I've only been here for a relatively short while, I've found the members:
  1. Very friendly
  2. Very talented and
  3. Very enthusiastic.
I've done a bit of work on cannonball penetration depths into wooden hulls
http://www.piratesahoy.net/threads/cannonball-penetration.22512/page-5 and expect that at some stage we will also be looking into musket and pistol ballistics as well.

In the mean time I am trying to teach myself some 3D modeling skills.

I am absolutely certain that your skills will be most helpful!

Welcome aboard!
 
I've already started working on the character provided in the link provided earlier. I'll be using the Agent skeleton from the CryEngine SDK, probably have it ready tomorrow.

Edit:

Here she is, sorry in advance for the Matchlock, it's the only BP gun model I have that's not a Breechloader or a Tanegashima. Still a few areas of the skin that could do with some modifications but it's mostly done.

http://i.imgur.com/KcuoSbx.png

I'm waiting for the latest version of CryEngine to finish downloading before I export it.
 
Last edited:
Wow. You are talented. Amazing stuff.

Oh and welcome to the team :)
 
OT, but this has been bothering me. I have had it in my head for years that the triceratops could gallop but you show it as not galloping. Is this the latest thinking?
 
We originally had it in a gallop but it simply did not look right at the 25.8 kph/16mph it sprints at. The forelimbs of Triceratops are semi-splayed like a lizard, which gives it a pretty serious swagger and the limbs partially swing sideways. We have recently remade the sprinting animation to be a partial gallop which did turn out to look and work better without changing the speed. Those videos in general are a bit out of date as we've consulted with several paleontologists and adjusted the animations accordingly.

On topic, I did get the model into CryEngine, though I ended up having to use the old version I had left over from Crynosaurs anyway since the latest version of CryEngine's 3D Max exporter seems to be broken.
Only problem is the model refuses to accept the material so I'll have to remake it in 3D Max and hopefully it'll behave itself, I simply had enough of CryEngine's shenanigans last night and gave up on it (Seems like every time I do stuff in CryEngine I'm reminded why Saurian moved to Unity). But she does load the existing Agent animations and will play them properly, but only in the old version of CryEngine, the latest version throws an error for some reason and won't load the animations. The ragdoll also works properly as does all the IK, but again only in the old version, I can't even get the basic player model that comes with the SDK to ragdoll in the latest version.
 
Yes, others have had problems with the latest version also, losing sounds and animations. Hopefully this is a temporary setback.
 
Well I give up, engine won't load the material by default. Everything else works though, just have to manually apply the material in the scene.
 
It may be a typo?
If the path or the name isn't exactly the same in both, the mtl and the object, it won't load the mtl by default.
 
Are you on the v3.5.X or 3.6.X? The process is completely different from the 3.4 versions.
 
Yes I have 3.4.5 and 3.5.8. The model will load in 3.5.8 but will not show any of the existing Agent/SDK Player animations, and it won't ragdoll (But neither will the SDK Player model it seems). It will show and play animations in 3.4.5 and it will ragdoll, but neither version will load the material. I tried several configurations and remade the material several times, it just won't behave, applying the material manually shows the texture on the model properly though.

I will be leaving tomorrow morning and won't be back until the 5th so I won't be able to fight with it again until then.
 
We'll be looking forward to your return!
In the meantime, take care.
 
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