Yes, I coded this alone. I started in January 2010, so not even 1 year so far.
Here's how I render those sprites:
1. First I animate the model facing one direction. In Blender all the animations are on one timeline.
2. Next, I have a Python script I wrote that I run inside Blender. This renders each frame of the animation then rotates the scene 45 degrees. It does this 8 times to get all 8 directions. I run this in Blender 2.49, have not tried this yet in Blender 2.5
3. The result is lots of individual images. I then use ImageMagick "montage" to combine them into one image. Example: montage -background "transparent" -geometry 128x128 -tile 32x8 output.png
The Python script:
import Blender from Blender import * from Blender.Scene import Render pi = 3.14159 deg45 = 45 * pi / 180 context = Scene.GetCurrent().getRenderingContext() basePath = context.renderPath for i in range(1,9): # objects without parents should be parented to RenderPlatform platform = Object.Get('RenderPlatform') platform.RotZ = platform.RotZ - deg45 platform.setLocation(platform.getLocation()) # refreshes the child locations context.renderPath = basePath + str(i) context.renderAnim() Blender.Redraw() context.renderPath = basePath
WeaponGuy this may work for ya. This is the 3D spaceship from Killy Overdrive rendered at 7 different angles. I included a 128 pixel and 64 pixel version.
The green bar is health. When it gets halfway down it becomes a red bar. I'd like to replace that whole thing with a bar that is either all red, or a gradient from red to green (or red to yellow, to follow a more standard convention). I'd like a grungy, gritty texture on it: something that invokes "bloody" or "natural".
The blue bar is mana. I still want it blue, but it should invoke "magic" or "ethereal". One direction might be bands/wisps of color as you'd see in an Aurora Borealis.
Each bar is 100px by 12px. (I calculate % health or mana and display that many pixels of the bar).
Hm, I don't have 3D Studio Max so I'm not sure. But if it allows scripting it should be possible.
Blender can import 3DS files but I don't know if it handles armatures, animations, etc. It might only do static meshes.
raptorus,
Thanks!
Yes, I coded this alone. I started in January 2010, so not even 1 year so far.
Here's how I render those sprites:
1. First I animate the model facing one direction. In Blender all the animations are on one timeline.
2. Next, I have a Python script I wrote that I run inside Blender. This renders each frame of the animation then rotates the scene 45 degrees. It does this 8 times to get all 8 directions. I run this in Blender 2.49, have not tried this yet in Blender 2.5
3. The result is lots of individual images. I then use ImageMagick "montage" to combine them into one image. Example: montage -background "transparent" -geometry 128x128 -tile 32x8 output.png
The Python script:
import Blender
from Blender import *
from Blender.Scene import Render
pi = 3.14159
deg45 = 45 * pi / 180
context = Scene.GetCurrent().getRenderingContext()
basePath = context.renderPath
for i in range(1,9):
# objects without parents should be parented to RenderPlatform
platform = Object.Get('RenderPlatform')
platform.RotZ = platform.RotZ - deg45
platform.setLocation(platform.getLocation()) # refreshes the child locations
context.renderPath = basePath + str(i)
context.renderAnim()
Blender.Redraw()
context.renderPath = basePath
This entry was uploaded before I announced the challenge, but I love it so I'm auto-submitting it.
http://opengameart.org/content/halloween-rocknroll-music-loop
Love it! I've entered this into our "Halloween" art challenge.
http://opengameart.org/forumtopic/weekly-challenge-halloween-due-oct-31
The theremin really nails it!
Please vote by choosing "Add to Favorites!"
http://opengameart.org/category/art-tags/replaceholder
Well done!
I'll probably make the "depleted" version darker so that I can, in my colorblindness, more quickly see the current levels.
Testing it out http://www.youtube.com/watch?v=4ktN5PBhACQ
(edit)
A better test. http://www.youtube.com/watch?v=fBYFrO68zJw watch at 480p to get a clearer view of the starfield background.
I made additional renders of this for a vertical-scrolling shooter
http://opengameart.org/content/spaceship-banking
I'll start!
I'm using very boring health and mana bars in OSARE. Look at these screenshots: http://clintbellanger.net/rpg/screenshots.php (the green and blue bars on the top left).
The green bar is health. When it gets halfway down it becomes a red bar. I'd like to replace that whole thing with a bar that is either all red, or a gradient from red to green (or red to yellow, to follow a more standard convention). I'd like a grungy, gritty texture on it: something that invokes "bloody" or "natural".
The blue bar is mana. I still want it blue, but it should invoke "magic" or "ethereal". One direction might be bands/wisps of color as you'd see in an Aurora Borealis.
Each bar is 100px by 12px. (I calculate % health or mana and display that many pixels of the bar).
Let me know if you have questions!
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