Animated Ship Model Progress...

I thought this would be of interest to modders considering making an animated ship model (like me with the Babylon5 mod) with moving parts or sections.

Since I use 3DSmax and cannot export a mesh to the TXT format I have played about with existing models in the game. In this example I have :

- based the experiment on the Pirate Cutthroat, which in my case replaces the TEC Cobalt Frigate.

- replace the 2D flag, with the 3D Pirate Skull mesh (seen on the Pirate base)

- removed unneccassary particle effects

- adjusted the rotational speed on the skull mesh

- used a transform matrix to move the axis of rotation in line with the ship's z axis

- moved the skull to the center of the ship mesh

http://rapidshare.com/files/102030373/animated_ship_mesh.wmv.html

I think you will agree there is great potential in this method when you consider the mesh that makes up the skull could easily be a secondary part of the ship model.

 

247,986 views 100 replies
Reply #2 Top


If only I had a way to convert the binary mesh to a text file...  :) Then I could add a point and apply particle mesh/emitter effect for the missing section.
Reply #3 Top
Yes, the particle effects can be used for that very purpose. In fact, I already created some simple structure animations with the system, and I plan on making animated details such as elevators, sensor dishes, centrifugal sections etc. to some of my models.

One thing to note though - particle systems sometimes take a moment to show up, so that may create some momentary wierdness if you use large stuff like that missing section.
Reply #4 Top
Have you found out how to apply the dynamic lighting and shaders to a mesh used as part of a particle effect?

They don't seem to follow the same diffuse, spec and bump maps that the normal mesh objects use.

I finally figured out how the dummy helpers work in Max and how that translates to points in the mesh which was handy.
Reply #6 Top
Impressive! Makes me a bit dizzy though :p
Reply #7 Top
omfg I am such a dufus  ;p this game is so logically put together should have just gone with my instinct and changed the effect modifier so obvious lol. Thats how you do it  :CONGRAT: 

Ok time for a serious reworking with 20,000 poly capship  :d

...or better yet 3 of them  :HOT:  



See how the lighting is better this time on the middle sections as they reflect the surroundings dynamically i.e. as they rotate the shadows and lighting changes just the same as when you pan the camera angle on normal ships.
Reply #8 Top
very cool looking,omega was always my fav ship in b5 :CONGRAT: .Is this model going in the b5 mod or is it an independent work? ,on a sidenote I think that the rotating speed is a bit too fast :)
Reply #9 Top
Very nice. Like I just said in IRC; next step - target tracking turrets!

The rotation on the Omega looks rather fast, but other than that you seem to have it down, so good work.

I hope you intend to relay to others how you've done this. :P
Reply #10 Top
Is this model going in the b5 mod or is it an independent work?

Possibly, one of the other B5 mod team members was doing some work on an Omega, and we have another Omega model to play with as well. This was more an experiment on getting animated ships working rather than the Omega itself.

rotation on the Omega looks rather fast

It moves though! Yes its definately too fast, I'll have to study the series to get the timing right. The ship is also missing some pylons, engine effects, weapons, navigation lights not to mention squadrons of Star Furies.

I hope you intend to relay to others how you've done this.


Its no secret I'll help any of the major mod teams if they ask. I'll only write a guide if its sticked cos this forum is a nightmare for losing posts under mountains of other posts in no time.


Reply #11 Top
Nice work. This is pretty sweet. I'm curious, though. Are you going to put emitters on the rotating section and have it fire? That be cool if you had a minigun like laser action going on there.
Reply #12 Top
I must say that looks pretty sweet, make sure to keep up the good work man! I can't wait to see this thrown into other places and now it makes me wish I knew how to use 3DSMax to make my custom models. Once again great work, can't wait to see more
Reply #13 Top
I'll help any of the major mod teams if they ask.


I'll talk with our modelers. This looks pretty amazing.

Reply #14 Top
This looks pretty amazing.

It looks even better in game, it brings an element of life to the ships.

Actually what I can do is write up a guide in the public section of the SoaSE->Babylon5 Mod forum, I can sticky it there so if you want to ask questions at least I'll see them and can help out.

Forum link:
WWW Link
Reply #15 Top
Very nice implementation, and a very nice model in itself too! :)

There are many more ways to use this, and you are right when you say it brings an element of life (not to say the immersion factor) to the models. Turbolift pods, elevators, sensor and radar dishes, machinery, hell if you really want to go for the grand prize you could even animate pedestrian and other traffic through hangars and such. :D
Reply #16 Top
Looking a bit more polished now  :d and gives you a better idea whats possible. Took near as dammit 12hrs to compile that mesh, we seriously need a faster export tool or method from Max.

WWW Link

I've been putting it off but its time to learn texturing me think  :NOTSURE: Big TY btw to CnlPepper for his jump point texture, I had to mess with it but this one is soo much better than my last attempt. 
Reply #17 Top
Color me impressed!
Reply #18 Top

Saw the youtube video, very cool!

Reply #19 Top
outstanding. I can't wait to see more B5 ships, this gives me hope I'll be enjoying Sins much longer than I previously thought (not that I don't enjoy it now)
Reply #20 Top
I'm gonna have to do some optimisation when I figure out UV unwrap and bumpmaps cos that suka is near on 45,000 polygons  :SURPRISED: which is a bit too big, shows you what the game engine can do though.
Reply #21 Top
would you share the omega model because im working on a mod and i need models so this way i dont have to do it
o, i almost forgot that its cool
Reply #23 Top
Thanks for the feedback.

would you share the omega model because im working on a mod and i need models so this way i dont have to do it


I'll share the model with you if you figure out how to animate weapon turrets and fire arcs for me.
Reply #24 Top
I know how to do that. I think. ;)

What I don't know how to do is make them damn things appear before the shoosting begins.