3d objects (fwd)


Subject: 3d objects (fwd)
From: Tommi Leino (namhas@taikatech.com)
Date: Wed Apr 04 2001 - 19:59:45 EEST


Vastatkaa vaikka.

-- 
Tommi Leino <namhas@taikatech.com>
Principal Software Specialist, Taika Technologies Ltd.

---------- Forwarded message ----------
Date: Wed, 4 Apr 2001 12:44:55 -0400 (EDT)
From: ackbar@cyberdude.com
To: namhas@majik3d.org
Subject: 3d objects

Hi Tommi, David Balparda here. I've checked upon the majik server, and have a few suggestions I could help with, besides just suggesting out of my lungs.
The landscape is great, better than I thought. But the character model is below the expected for a game with such variety as Majik is projected like, with many races and the nice inventory system.

I coud help with modelling. I use 3d Studio, and could send .3ds files (or anything to which 3d Studio can export ).

The character models could be low-polygon, low-texture animatable figures. The number of animations need not to be great. One walking, one standing, one attacking with one-hand weapon, one attacking with two-hand weapon, one punching, bow-using, spellcast, sitting, lying (dead). Some optional stuff like talking, idle, drinking from a glass, using an object could be thought later.

The figure will be divided into the basic humanoid biped parts: hands (without fingers), forearms, upperarms, claviculae, neck, head, 1 spine, pelvis, thights, calfs, feet (no toes). Horses, dragons, worms, anything non-humanoid I intend to build as well.

Here comes the programming part: the character upon selection will be a butt-naked model of respective race. Then the player will select among many heads (textureless). Then select among some clothes , and then select the color for them. When the character wears a shirt, his naked torso and upper arms models will be replaced by shirt models. Same thing for armor, full helmets, shoes, and things that cover a whole part of the body. For open helmets, capes, scabbards, backpacks, accessories in general, only then a new object will be added to the figure. Clothes go over the body, armor over the clothes, accessories over the armor. The accessory will be linked to the body part to which it is attached, e.g. a necklace will be linked to the neck.

When the character uses a weapon, for instance, a battle axe, he will be animated as using a two-hand weapon. A dummy line should be assigned to his hands, and the axe assigned to the dummy line. Voila: the character swings a battle axe, as well as anything assigned to the dummy line. This weapon class animation thing should only appear when the character holds and uses the weapon.

The reason for everything being low-polygon and mostly textureless is the fact that aaallll this stuff plus animation files will have to be on the client program. Exaggerating, the guys at majik3d will have to distribute a CD-ROM with the client. The only things I agree that should have a texture is trees, chain/plate/scale mail, building roofs, very few things that are common.

I can do all the models based on majik3d and directives from people at development. Just say it. Of course, I won't charge a penny.

Do you think this is all a good idea? Should I send this mail to the mailing lists? Thanks.

                               -David

----------------------------------------------------------------
Get your free email from AltaVista at http://altavista.iname.com



This archive was generated by hypermail 2b25 : Tue Feb 12 2002 - 00:03:54 EET