StrigiTeam 6
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Noon CST / Sunday should be aight for me.

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Re: StrigiTeam 6
Does anyone here actually know anything about animating with Blender?
Like can I build something as several parts and have that work?
Like can I build something as several parts and have that work?
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Mistake Not... wrote: This isn't rocket science, *!

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Re: StrigiTeam 6
Complicated. I think for most projects we'll be able to use multiple meshes in one model; I know for the current one I've been segregating bodies and armor to make bone envelopes easier and just telling pieces of the latter to rigidly link to one of them.
So yes, just make sure each of them are closed meshes. Also, bear in mind we're not an animation studio; since our models have applications beyond looking pretty it's best to keep distinct parts to a minimum.
So yes, just make sure each of them are closed meshes. Also, bear in mind we're not an animation studio; since our models have applications beyond looking pretty it's best to keep distinct parts to a minimum.
Last edited by Chairman_Tiel on Wed Jun 18, 2014 10:03 am, edited 1 time in total.

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Re: StrigiTeam 6
I have the basics of animating, I think. You can have as many parts as you like, I guess.

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: StrigiTeam 6
Just to throw it out there, do we have a maximum / preferred tris count for models?

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Re: StrigiTeam 6
Honestly, whatever looks best to you at the moment. It's better to have hi-poly models that could feasibly be baked later on or at the very least optimized than a bunch of lo-grade stuff that would need to be redone in order to meet the standard.
I know we're redoing the merc, for instance.
Mr. gorillahead has way too little detail to be useful later on.
I know we're redoing the merc, for instance.
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Re: StrigiTeam 6
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mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: StrigiTeam 6
Well for different parts I was going to split it up into head, body, arms and legs.
The head there is three seperate meshes, but Blender recognises them as one object so I can theoretically stitch them together to be one part.
And ACH when I get this current model done I'll send you a copy. If I can rig it myself I will, if not I'll just let you try.
The head there is three seperate meshes, but Blender recognises them as one object so I can theoretically stitch them together to be one part.
And ACH when I get this current model done I'll send you a copy. If I can rig it myself I will, if not I'll just let you try.
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Mistake Not... wrote: This isn't rocket science, *!

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Re: StrigiTeam 6
Reminder that there's a meeting tomorrow around noon CST. With any luck there should be tons of tasks to hand out.

Re: StrigiTeam 6
I should be able to make it.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
— David Langford
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Re: StrigiTeam 6
Same.catsonmeth wrote:I should be able to make it.
In yo ceiling, stealin yo wires
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Re: StrigiTeam 6
might not be able to make it.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
— David Langford
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Re: StrigiTeam 6
I'll give it 50/50 odds on me making it. I'll be sure to find out what I missed if I do.
Sorry.
Sorry.

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: StrigiTeam 6
Fine. I'm going to push it back to in a day or two when I'm not working.
Seriously guys, I literally gave you a week's notice. This can't keep happening.
e: Nope, gonna have to be tomorrow. Can't do anything past that.
Seriously guys, I literally gave you a week's notice. This can't keep happening.
e: Nope, gonna have to be tomorrow. Can't do anything past that.

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Re: StrigiTeam 6
I am available tomorrow.