Woof, woof - character packs

Miscellaneous Forums/General Discussion/Woof, woof - character packs

http://www.codersworkshop.com/viewpost.php?id=70447

Coder's workshop have locked the thread - so I will create it here.

http://www.basilstudio.com



hmm.. not exactly the best models I've seen, to be honest..

not that I could do better myself; but then again, I'm not an artist.. :p





Hey, they look like the characters he did. The one in the middle looks like "John Cleese" - who was also "Basil Fawlty".

The pack was made by 'Basil Studio'.

Interesting.

It is John Cleese. They are Monty Python doing their 'Gumby' character.

Que??? No, no, no! Not "on these trails", no no: Uno, Dos, Tres!!!

Who is "Gumby"?

The character they are all dressed as.

Doctor? Doctor???

Uhhmmm.


IPete2.

(Spam spam spam spam...)

"The Eeeeeeeend!"

lol

the person on the far right looks like a transexual.

JP, you made my day! :)

Hey, I just noticed there are videos of the animations at the bottom of this page: http://www.basilstudio.com/features.html

The anims are:
Idle: 0-5
Walk: 6-12
Run: 13-17
1hAttack: 18-27 (mirror to other hand if needed)
Death: 28-33
Jump: 34-36 (adjust depending on ur code)
Swim: 37-41
Ride(horse): 42-44
Boxing: 45-50
Yawn: 51-55
RideIdle(horse): 46-75

The last one 'RideIdle(horse)' is 56-75 and it makes me wonder if we are getting some horses as a future pack? I look forward to more.

Personally, I think the meshes are scaled is too big - ie, I have to scale the meshes into Blitz's 1 Blitz Unit = 1 metre.

The models come across as similar to 'Cubix Studios' - which I think is a good thing - http://www.cubixstudio.com/

The 'Cubix Studio' animations are: Stand/Idle/Root, Walk, Run, Walk Backward, Side Step, Crawl, Duck (start, loop, end), Jump (jump start, fall, land), Stand Jump (jump in spot), Swim, Attack (punch), Death.

As with the 'Cubix Studio' models, I would have preferred more idle anims.

All-in-all this is a good pack for people who cannot do their own models.

Mmm, not telling the end purchaser how to correctly attach the hair/beards to the models could cause problems.

Does anyone ever use stuff like this? I can't imagine making a game that didn't have unique assets.

Are there going to be dozens of games with the exact same Gumbys walking around?


Does anyone ever use stuff like this?



For learning the ropes I think those Cubix ones, and Psionic's, would be ideal. For a product? Well you can re-skin and re-rig 'em as you please... as long as the basic physiology is sound then a human is a human. No amount of skinning will help chickboy-Gumby up there, and therein lies the difference I suppose.

I'm too lazy to learn how to model - I'd much rather buy stuff that is already made. I'll even buy code.


Does anyone ever use stuff like this? I can't imagine making a game that didn't have unique assets.


I doubt that they will actually be used in a commercial game but they are great as placeholders for artistically inept programmers like me !

Mmm, not telling the end purchaser how to correctly attach the hair/beards to the models could cause problems.


I havent got this set but you probably just load the model then the required beard/hair mesh - it should have the correct global coordinates to be in the right place on the model - and then parent it to a bone in the head retaining global coordinates.
You could also use a modelling program to permanently attach one.

Well, I could get it to parent - but when the character pitches their head, the hair hovers above in mid air. I want it glued to the head.

You need to parent the hair to the joint that makes the head move - that way they will move in unison - if you parent the hair to the mesh you will get the effect you describe.

Well, when I said the 'Head' I mean the 'Head' bone - However, I know nothing about modelling. Which is why it is a bit of a constant annoyance everytime I buy something and have to fart about with it to get it to work.

Couldn't you use FindChild to find the bone in the guys head and then make the hairs parent the bone you just found?

Well, I did try:

children=CountChildren(model)
For loop = 1 To children
child=GetChild (model,loop)
If EntityName$(child)="Head" Then EntityParent hair,Head
Next

However, it didn't work.

I noticed a new addition - a goblin (on the left-hand side):

http://www.basilstudio.com/

I shall investigate this later.

Another one - a lich - that has been added today.

puki, I won this thread weeks ago.

A fantasy/medieval RPG maid:

http://www.basilstudio.com/Maid.html



Yep, old "Basil" continues to plod away at releasing stuff. I am going to buy this now - plus the orc and lich which I haven't yet bought.

I'm not sure about the lich overlord - seems a bit funny-looking.

I just noticed this too:

http://www.basilstudio.com/Props.html

I don't need them as I am using Oblivion's stuff. However, I'll grab all the animated characters I can get.

@ Puki: You're not actually planning on releasing anything with Oblivion's media are you? Because I can't understand why you'd spend all this time making something only you can see and use.

If you're actually expecting to get away with ripping and using Oblivion's models, you're just asking for it.

Nope, no release - just a hobby.

With regard to the Oblivion media. Although I cannot distribute the media (not that I would), I'd go as far as letting someone utilise, via my engine, their own copies of Oblivion media - ie having the Oblivion game installed from which my engine loads the media it needs.

Also, I think it fair to point out that all media that I have purchased from people in my sig will be protected/encrypted so that someone cannot just take the media if I distribute a demo/game.