Making custom mobs?

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Snufkin

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As title, how do i go about getting a 3d model of a mob in the game?
 

afshangrudar1

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Have you followed an existing mobs frame template (number of images per action) or are you going to code a custom one in the sever source?

When I test custom graphics i always use something else as a template, make a custom wil so you can see how it works easily. When rendering ou often have to retime the sequence to remove frames to a suitable number (3D animation packages use 25/30 fps and mir stuff is much less) . I render each action to a seperate folder, composite in to the sequence the wil will use in after effects and then apply the mir colour pallete with a Photoshop batch action.

Have you got an animated max/maya model you want to use or something?
 

Snufkin

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I want to start modelling some MIr mobs with Maya and will probably use a template to make things easier. Like model a "somethingtaurus" and use the woomataurus template maybe? I don't have any source unless there is a source you can point me in the direction of.

Would i be able to use the example custom weapon scene stephenking posted and replace the weapon for a mob model instead before rendering it out?

http://www.lomcn.co.uk/forum/showthread.php?58405-GUIDE-Making-a-weapon-for-mir
 
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afshangrudar1

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That was just designed for making weapons, I dont think the Maya scene had a skeleton in it so you will have to make your own rig or use a prebuilt system like BIPED for 3ds Max. I dont use Maya much I prefer Max, if you want to make a walking mob then you can animate its actions in one direction and just rotate the skeleton rig to get its actions for another direction.

I would start of with something simpler for your first custom graphic, like a spell or mob that doesnt move (This is based on RME http://youtu.be/pBempg3kTvA)
 

Snufkin

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That was just designed for making weapons, I dont think the Maya scene had a skeleton in it so you will have to make your own rig or use a prebuilt system like BIPED for 3ds Max. I dont use Maya much I prefer Max, if you want to make a walking mob then you can animate its actions in one direction and just rotate the skeleton rig to get its actions for another direction.

I would start of with something simpler for your first custom graphic, like a spell or mob that doesnt move (This is based on RME http://youtu.be/pBempg3kTvA)
Yeh rigging is no problem in maya also your pumpkin video isn't playing. I can see the thumbnail in the playlist though lol.
 

afshangrudar1

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yeh particles in Max and the lens effects were in AE (except fire and its glow/blur which was with FumeFX)
 

Snufkin

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yeh particles in Max and the lens effects were in AE (except fire and its glow/blur which was with FumeFX)

Do you have a scene for that spell you made with the rendering all set out or could i just use the custom weapon scene thats uploaded on this site?
 

afshangrudar1

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I couldnt find the max scenes when I looked for the spell wils. I didnt set the camera for the custom weapon scene I just converted from Maya to Max using 3DExplorer but it should work and be at the correct distance: http://www.lomcn.co.uk/forum/showth...weapon-for-mir&p=722004&viewfull=1#post722004 it might need tweaking and the camera changing to orthographic

If I get the chance to re-make the previous spells this weekend I will upload my max file but its fairly easy to set up. I remember I put a biped in the centre and used that to judge camera distance/angle from a mir screenie set in the viewport background