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Triple Triad forum dupes - please ignore

Discussion in 'Triple Triad' started by vyeh, Apr 1, 2010.

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  1. Pavillion

    Pavillion MMORPG Addict Ogre Warrior

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    Zac,Ziggs,Viktor,Rumble,Urgot etc..:sombrero::sombrero:
     
  2. Darkus97

    Darkus97 Big Brute

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  3. Pavillion

    Pavillion MMORPG Addict Ogre Warrior

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    They won't keep it....

    I have 1 reason why they should not keep it :D


    Someone,example,lvl 15

    Levels,levels on URF mode till lvl 30

    Starts play Ranked and he got beated cuz thats a lot diferent :D
     
  4. Darkus97

    Darkus97 Big Brute

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    Np man :) everything for you
     
  5. DancinGDeaD

    DancinGDeaD Master of ADC Ogre Warrior

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    Welcome to forums,Have FUNN! :)
     
  6. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    We don't want a giant spam discussion so locking the thread. I will say this though:

    For every spam thread you see we've deleted or merged at least 10 more. We aren't blind to the problem, it's not our fault people refuse to use search and thus make the same threads over and over. We keep saying to use it, over and over and over but we can't force people.

    That said, the rate at which threads are created in MOBA is nuts. I honestly can't blame everyone for duplicates popping up... it's hard to keep track of and search isn't always perfect. We know this.

    Very few people use the report post button, you guys that spend all day in that section can help us by reporting duplicates and spam threads. NOT everything is spam or bad but it helps us target these threads and repeat offenders easier. Frankly if you're not reporting I really don't want to hear complaining.

    Use Search and Report Threads, this is the absolute best thing people can do.
     
  7. K0Ca3

    K0Ca3 Spiked Club Ogre Regular

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    Welcome and have fun :D
     
  8. K0Ca3

    K0Ca3 Spiked Club Ogre Regular

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    Welcome and have fun :D
     
  9. Aki013

    Aki013 League of Legends Player Ogre Veteran

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    Welcome have fun bro :)
     
  10. kapiger122

    kapiger122 Spiked Club Ogre Regular

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    Zombies i like to kill 'em :D
     
  11. Aki013

    Aki013 League of Legends Player Ogre Veteran

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    Zombie,i hate spiders and skeleetons..
     
  12. Mordekaiser

    Mordekaiser Dealer of Death Ogre Veteran

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    Artcraft—Running of the Bulls

    http://bnetcmsus-a.akamaihd.net/cms/blog_header/RNF16YJHFTM71396468082995.jpg

    cant copy paste the image so the link is there :)

    Hey there everyone, I’m Steve Aguilar, lead animator for the World of Warcraft animation team. Today we’re showing off the male Tauren, and with some help from the rest of the animation team, we’re going to give you a look at the animation processes we use to bring this big guy to life.

    Before we even started animating him, we already knew the Tauren was going to be a blast to work on based on all of the detail the character art team added.

    As we begin applying animations, we’re extra careful not to stray too far from the original. It’s important to us to retain the essence of the original animations, because how a characters walk, move, and carry themselves help to define their personality. We use all of the original animations as a starting point, and then go through the process of cleaning them up and adding additional articulation. Let’s delve into what that process looks like.

    The Re-Animator
    Steve Aguilar The normal “stand†animation is one of the most important animations because this is what you, the player, see the majority of the time. When you stop moving or walk up to an NPC, the stand is the key pose that is being used. A huge chunk of animations also rely on this pose so they can easily transition into and out of it.

    When we import the original stand animation onto the new model, we then look to see if there are any weight shifts, odd rotations, or hitches that we need to fix. After we’ve cleaned up the pose, it goes through another sanity check to see if other animations will still be able to transition into and out of this new stand pose. If we happen to change the pose too much, it can cause a domino effect and possibly harm all the existing animations.

    Broken_Tauren.png

    After touching up the pose, we move on to re-animating the standard idle motion. Slight changes on how muscles move, limbs are carried, or feet hit the ground can get across a better sense of weight for whatever creature it is we’re animating. Tweaking the male Tauren was a lot of fun because we were able to add a lot more weight than the previous model had and make the Tauren feel bigger and beefier. Another thing that stood out was the lack of motion on the nose ring, braids, and especially the face. With the addition of a facial rig, we were able to get his brows, nostrils, ears, and cheeks to react with his breathing motion. Getting these subtle motions to work added so much to the simple standing pose, I imagined the Tauren looking up at me and saying "thank you."

    Here’s a side-by-side comparison of the old and new models.

    Next up is Kevin to talk about the face rig and what that process entails.

    Face Off
    Kevin “Snap ‘n’ Point†Rucker Since the facial animation system worked so well with the Pandaren in Mists of Pandaria, with the updated models we wanted to add the same life and emotion they deserved. In the past the character models only had a jaw bone that could be animated, but now we’re able to add movement to the brows, eyes, cheeks and mouth. We’re able to properly make them smile, look angry, and talk.

    We start with a base mesh and add joints to specific spots that will allow us to mold the face. We then add influence, or “skin†the mesh to those joints and shape them into poses: jaw open, eyebrows down or furrowed, for example. We hook up those poses to main controls to make the process of animating the face faster and more cohesive between several animators. For instance, instead of having to move 9 individual joints to shape the eyebrows, we just need to touch 2 controls which include a sub-set of attributes for more detailed shaping. After that if we still need to tweak the poses, we can always go back to the original sub controls for additive fine tuning.

    Rig-Closeup.jpg

    We also create a “face file†with several preset expressions the animators can use while working. It’s a lot faster than creating a new pose from scratch. If they need a sad or angry face, they can start from the preset ones, and then adjust from there to make it more unique.

    Expression_thumb.png

    We also create several mouth shapes, or phonemes, for use in talking animations. Again, posing the face is time consuming, so having a jump start is extremely helpful. It also makes the character feel like it was animated by one person, when there’s actually a big group of us working on them at one time.

    Mouth_shape_thumb.png


    Body Movin’
    Jeremy “Goonies never say die†Collins On a certain level, how you move in the game is one of the most important things you experience as a player. It’s your main interaction with the world around you. For Warlords of Draenor, we wanted to improve the locomotion of WoW’s player characters with brand new rigs. These new rigs are capable of doing so much more in terms of fidelity of motion for our characters, and we wanted to showcase that as much as possible.DwarfMale_Run.jpg

    Everyone who plays WoW is familiar with their character’s idle and run animations—those are the two you see the most. We wanted to really take a look at what made the old player model animations successful, and what made them so iconic. Our job was to then retain the spirit of the old animations, but clean them up so they would look epic on the new rigs. That proved to be a really fun task. Part of the joy of cleaning up an animation like the Dwarf male’s run is going back and seeing what the original animators were thinking about when they first worked on these characters. Some of these runs and walks were animated over 10 years ago!

    The first thing we did when we cleaned up an animation was ask ourselves a series of questions. What are some of the areas that could use touching up? Does the center of gravity on the character feel skewed? Is the character leaning appropriately when moving in a direction? How can we shift the timing to give this animation a greater sense of weight?

    All of our rigs are manipulated with the use of controllers. Controllers are curves that drive the joints the tech artists have placed that ultimately deform deform the model you see. When we open an older animation, we’re manipulating what is called "baked data." Baked animations have keys on every attribute on every frame. In some cases, it’s necessary for us to delete some keys to make the animation curves easier to manipulate. Here’s what we see inside of Maya. Every one of those colored curves represents rotation or translation of that foot controller.

    Once we had identified what needed polishing we went straight into Maya and got to work. A popular method of cleaning up locomotion animations would be saving the contact poses, major breakdowns, deleting the in-betweens, and smoothing out the motion from there.

    Emotes were also super fun to work on. We would often times shoot video footage of ourselves acting out emote animations for reference—and no you don’t get to see them. We’d then use that reference as a jumping off point for setting key frames in Maya.

    Glass Case of Emotion: Part I
    Carman“Boba Muscles†Cheung For the majority of the character cleanup phase, the team focuses on three main things: cloth, hair and the face. Cloth includes a front and back tabard and a cape. Hair can be anything from a back ponytail, a front ponytail, pig tails, beards of varying sizes and shapes, or a combination of all of these. We also add facial animation, which adds a lot of character and life to the model. Occasionally, we will also fix minor posing issues or any errors, like jittering.

    All of our character animations are hand keyed, and not dynamically simulated within the game engine or created through motion capture. This allows us to have complete control in shaping the movement and style for each character, and it adds a unique life to the characters you can’t really get any other way.

    Glass Case of Emotion: Part II
    David “Coffee Corn†Edwards My favorite part of the entire process is adding the facial expressions, or fixing up the timing or posing of a character. It is astounding how adding a simple facial expression can instantly bring a character to life. It’s always incredibly rewarding to take an old animation and see what even small changes can do to vastly improve it.

    As a contrast, the most difficult part of the process, at least for me, is having to hold myself back from wanting to fix or adjust every little thing for every single animation. Due to the sheer volume of animations that exist for player characters, our goal of having updated models in time for Warlords of Draenor, and the need to animate all the new creatures and objects going into the expansion, we have to prioritize our time. We’ve broken the cleanup passes on character revamp animations up into phases. Phase 1 has all of the locomotion animations (walk, run, etc.) as well as all the emotes and spell casts. Phase 2 deals with the combat animations (attacks, stuns, etc.), and phase 3 is a catch-all for the remaining animations (swimming, fishing, etc.). Regardless of the phase, every animation is touched in some form or fashion, but phase 1 gets the most love since those are the animations are seen the most.

    At the start of each animation we always focus on cleaning up the body first, since this motion drives all of the secondary animation. Below is a video showing the finished product after it has gone through the cleanup process.

    That’s All For Now
    Steve Aguilar Thanks for reading and letting the animation team share this part of their process with you. I hope we’re doing justice to one of your beloved characters, and that you can see the amount of love we’re applying to not only the male Tauren, but the animations for all of the characters in the game. Have a great day, and you stay classy WoW players!

    linking all the videos that i couldnt post aswell

    Artcraft Animation - All Cleaned Up - YouTube
    Artcraft Animation - Spellcast Comparison - YouTube
    Artcraft Animation - Movement Comparison - YouTube
    Artcraft Animation - Creating a Run - YouTube
    Artcraft Animation - Facial Posing - YouTube
    Artcraft Animation - Emote Comparison - YouTube
    Artcraft Animation - Stand Comparison - YouTube
     
  13. Mordekaiser

    Mordekaiser Dealer of Death Ogre Veteran

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    http://bnetcmsus-a.akamaihd.net/cms/blog_header/MTTUAR7LMPZ91363310864542.jpg

    High atop the mountain next to Thorn Hill is a vicious orc woman named Dagra . . . Dagra the Fierce. Frankly, her team didn’t seem very fierce when it faced my crew of deadly mongrels, but I can confirm she’s got a wicked right cross. I do not recommend flirting with her.

    Throughout her years in Northern Barrens, she’s tamed a collection of creatures that might make you think you’re at a petting zoo—but these wildlings are nothing to be trifled with if you’re not properly trained and prepared. There’s Longneck, a Beast; Springtail, a Critter; and Ripper, another Beast. One time, I watched a young tamer get too close to Longneck and attempt to pet it. Let’s just say I hope he didn’t need the leg that went comically tumbling down the mountain. Yes, I pointed and laughed. What of it?!

    She’s your target, tamers! Let’s bring in Captain Crithto to dish out the details of this exercise.

    Crithto: Oh boy, captain! No, wait, I think Payne might be having fun with alliteration. Sigh . . . OK, tamers, Dagra the Fierce. As the major said, she’s in the Northern Barrens on top of the mountain adjacent to Thorn Hill. For this exercise, you’re going to need three pets on your team, all of them level 2, and you’re only allowed to use a Humanoid, an Elemental, and a Flying pet. Once again, Payne’s agreed to let you have one pet that grants you an advantage until you start to get a feel for the different encounters. Same as last time, be conscious of the pet quality on your team. And yes, do not flirt with Dagra. She’s mean!

    I’m beginning to see some promise in you people. Bear in mind, I didn’t care much for the obscenity-laced parchments you mailed me about your training against Julia Stevens, but Crithto’s been tenacious in buffering my wrath. Don’t think I’m letting up, though! We might be tip-toeing through some of these teams, but it’s going to get a whole lot harder very, very soon.

    GET A MOVE ON BEFORE I RIGHT-CROSS YOU!!

    Come join the discussion about this encounter in our Pet Battles forum. You can also learn more about Dagra the Fierce by visiting Wowhead.com, and details about Pet Battles by visiting WarcraftPets.com.

    https://bnetcmsus-a.akamaihd.net/cms/gallery/FX6SK3S1LFCS1396030708679.jpg
     
  14. pisoj13

    pisoj13 Spiked Club Ogre Regular

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    Hi I am new on this forum and I hope that I will like it.:D
     
  15. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    I don't know, you might be able to figure it out... it really depends on the person. Finding a good guild is a great idea, also Rift has pretty good tutorials in game, might want to check them out too.
     
  16. pisoj13

    pisoj13 Spiked Club Ogre Regular

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    I have 15 posts can you please add me.
     
  17. Pavillion

    Pavillion MMORPG Addict Ogre Warrior

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    Hi,Welcome to the Ogre Community.Have Fun And Stay Active ;)
     
  18. pisoj13

    pisoj13 Spiked Club Ogre Regular

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    I hate creepers.
     
  19. DancinGDeaD

    DancinGDeaD Master of ADC Ogre Warrior

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    Thank You for information , but they ruin Zed now . I would to buy him when I saw shadows now I won't :(
     
  20. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Skyrim
    Guild Wars 2
    Deus Ex Human Revolution
    Mass Effect 1
    Dragon Age 1
     
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