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Tagged: Battletech Battlemech
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ADAM.
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April 15, 2019 at 5:36 AM #1039711April 15, 2019 at 5:59 AM #1039739
Talking about the Power Armor from Fallout 4 and Fallout 76, just about the only things worth while in those games IMHO.
They extremely good. Honestly, you could almost call them Battlearmor.
I don't have any links at the moment, but I'm sure they can be found without too much difficulty.
April 15, 2019 at 6:16 AM #1039766Ah.... I haven't played Fallout, since Fallout 2.
April 15, 2019 at 6:33 AM #1039794I just found the XO one on here. I'll take a look at it, but judging from the image, it's another "flood the weight maps to one bone" and hope for the best. What would you want for a baseline? G3? G8?
April 15, 2019 at 7:38 AM #1039922Id be willing to bet G3 has more poses BUT G8 can accept G3 poses with an easy script fix so, that makes G8 have more. Seeing how its probably going to be rigged as a armored character and not a wearable clothing, I think G8 would be a good call. I think that G8 is suppose to have a better skeleton anyway but I dont know much about rigging stuff.
April 15, 2019 at 7:48 AM #1039934G8 has twist and bend joints, which are great for organic models, but this would be rigid, hard surface rigging.
And if I converted it, I planned on making it wearable. No morphs, though. If I rigged it off the G8 skeleton, you could just use the Transfer Utility to get the morphs you wanted.
April 15, 2019 at 1:16 PM #1040360So I guess G8 wins in the morph section also. Mechs and armor designed to look humanoid would want to allow a human most of its pose range I guess. Clipping would be an issue maybe. In most cases Id rather have extra I can't use than be limited. G8 seems to be the focus of new content also. However, some people are still stuck on G1. My vote will almost always go toward the newest model.
April 15, 2019 at 1:25 PM #1040383Honestly, I think the Mechs and if you convert them, BA are inhuman enough in structure that you'd probably be best to create a new skeleton and hope for the best. After all, metal doesn't bend like that.
April 15, 2019 at 2:27 PM #1040462agreed but you will lose tons of poses for ease of posing. The BattleMaster is humanoid but the locust isnt. Also Clan anti mech armor might allow a reasonable amount of human type movement. But its been awhile since Ive looked at it.
April 15, 2019 at 4:30 PM #1040612It's a sacrifice needed to keep them from looking like a mess.
Though I would suggest having two skeletons if possible. One for Humanoid mechs, one for chicken-walkers.
If you post them up, encourage people to come up with poses... which while not 100% standarsized would allow people to tweak them to fit thier exact mech. After all, it's not like mechs are terribly agile.
Gundams they ain't
April 15, 2019 at 4:49 PM #1040648Yeah, they are more on a rotor than a ball joint.
But id rather tweek an existing pose than start from scratch.Either way is cool so long as I get some mechs.
April 15, 2019 at 5:09 PM #1040671Well, I figured out how to flood joints. It's a start. 🙂
April 15, 2019 at 6:17 PM #1040727There are a few nice mechs posted here. Would it be possible to just build on that or rip it out and drop it into a new body with some editing?
April 15, 2019 at 8:24 PM #1040877No.... if I'm doing this, I'm going to do it right. I hate the pose controls for Daz Studio *AND* Poser. If you grab the hips (or in this case, the pelvis) and pull down, the knees bend properly and the feet stay locked to the floor. This should be doable with ERC controls, from a tutorial I found here. In theory, I should be able to make a rig that's fully IK/FK but without the control curves. If I am right, posing the rigs (an I should be able to use the transfer utility, once I get the rigs built) will be easier than any Daz product on the market.
I am annoyed with Daz that they didn't make their product more Animator-friendly.
April 15, 2019 at 11:40 PM #1041048Just figured out how to make skeletal templates for Mechs. 😉
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