New GK unit: Dreadknight

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fankater
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Re: New GK unit: Dreadknight

Postby fankater » Tue 14 Oct, 2014 7:15 pm

For the Emperor skurwysyny !
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Aertes
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Re: New GK unit: Dreadknight

Postby Aertes » Wed 15 Oct, 2014 7:33 pm

As I recommended once, since a Dreadknight is just a terminator with an exoskeleton, I'd make a try using terminator animations.
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Swift
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Re: New GK unit: Dreadknight

Postby Swift » Wed 15 Oct, 2014 8:56 pm

Aertes wrote:As I recommended once, since a Dreadknight is just a terminator with an exoskeleton, I'd make a try using terminator animations.

But would a Dreadknight fit a Termie skeleton?
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Flash
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Re: New GK unit: Dreadknight

Postby Flash » Thu 16 Oct, 2014 5:33 pm

You'd have to scale the bones up. Might do weird things. Worth a try though
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Aertes
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Re: New GK unit: Dreadknight

Postby Aertes » Thu 16 Oct, 2014 9:56 pm

Swiftsabre wrote:But would a Dreadknight fit a Termie skeleton?


A dreadknight IS a terminator, bigger size, but its the same model with an exoskeleton that replicates its moves. It could use the Space marine terminator for moving and shooting, and the space marine assault terminator moves for melee attacks. Of course, all of this said from my ignorance.
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Flash
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Re: New GK unit: Dreadknight

Postby Flash » Thu 16 Oct, 2014 10:07 pm

Scaling animations usually doesn't behave so nicely :/
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BaptismByLoli
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Re: New GK unit: Dreadknight

Postby BaptismByLoli » Thu 16 Oct, 2014 10:28 pm

Flash wrote:Scaling animations usually doesn't behave so nicely :/

Image
What ever do you mean
Image
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Orkfaeller
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Re: New GK unit: Dreadknight

Postby Orkfaeller » Thu 16 Oct, 2014 11:49 pm

Flash wrote:Scaling animations usually doesn't behave so nicely :/


pfff, nonsense
Image

Dunno, suggested before to just use GK ( Termi ) animations for the Dreadknight, but Cael and Lulgrim dont seem to be fans of those animations.

Anyway, we'd still need someone to rig all these bones and I dont know if we have a guy who can do that.
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Flash
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Re: New GK unit: Dreadknight

Postby Flash » Fri 17 Oct, 2014 12:28 pm

I wanted to take a crack at various animations, but I could never get a copy of 3ds max that worked with yee old havok versions and santo's tools. The versions I could get were always too new (student).

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