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File 133268722752.png - (145.89KB , 1366x768 , Inventor Pony.png )
35958 No. 35958
So, a while back, my friend and I had the idea to make a game in the style of Paper Mario based around Ponies. (We migrated from "Paper" and into "Felt" after A Friend in Deed, because felt pinkie pie was quite possible the cutest thing ever) He began coding fervently in unity, and I took on the job of... everything else. I can write a story, I can model a model, I can work in photoshop, I can draw a pony...

But, I can't animate. At all.

Here's what I've done so far:
Scanned in a rediciously huge felt image to derive textures from (By modifying color balance) (10149
x 13989)

Broken image into 14000 100 x 100 pixel parts, and 140 1000 x 1000 pixel parts

That was easy.

Then, I modeled sheets that have roughly the thickness of felt in inventor for precision/ease of use; They came out nice, they've got these awesome curved edges. (Pictured)

Then, I moved it through Wings3D and transferred the files to .obj format.

Now, I'm at a complete loss. I have a suspicion that I should compile the parts into one .obj, and model it like that, but I really just need the object to be "pinned" at the joints, and move like a paper doll. Every animation tutorial I've seen causes the geometries to actually change, but I just need the individual models to rotate and translate, and I can't find out how to do this at all.

Here's what I have access to:

-Anything with "autodesk" in the title
-Blender
-Wings3D
-Unity
-Gimp

What I need, not so much as somepony to do it for me, but rather, somepony to tell me what I should do next. Do I put everything into unity and make it all dance there, or do I use blender/some other program and play with it like that..?
And I can't figure out how to apply the textures, either, but that's a smaller issue that I could probably figure out myself.
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>> No. 35959
I'm not familiar with Blender, but I am familiar with 3DS Max and Unity, so I should be of some help here...

In any case you shouldn't animate it in Unity, it'll be much better to animate something in a different program, export the model + animations as an FBX and then import that into Unity. Unity can animate seperate objects for sure, but it's not as good for character animation (not yet, anyway!)

I'm not sure how it works in Blender, but in 3DS Max I'd put the Pivot of each object right on the point where I want the object to rotate around. For instance with the leg, you'll want to move the Pivot to somewhere around the flank, rather than in the middle of the object.

After that, just play around with it and see what kind of results you can get. I'd say Blender is probably your best bet to try out.
>> No. 36079
In the past I start working on a paper mario game and maybe I have some useful idea (maybe not useful) I talking about some character attitude and ability (okay, its more fit in the mushroom kingdom, but who know?) so if you interest I share something (sorry my english :( )
>> No. 36093
>>36079
Go ahead, I'd love to hear it.

Also, my friend had the wonderful idea to use my felt texture to generate a bump map. I don't know why I didn't think of that.

And I started implementing tripcodes! Aah! What is this world coming to?!
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