Anonymus, I get sox FAIL formats: no handler for file extension `mp3' but it doesn't matter anymore because soundconverter works perfectly :) Thank you all for advice and patience.
Just one more question on how to properly upload files: I plan to upload files individually so they all have their preview sounds. For the preview it's an .mp3 and for the file itself it's the original .wav in a .zip file (even though the compression isn't that great). I prefer common file formats vs. superior but less known ones, accessibility is always good :) Anything missing?
There is this set of scripts being developed to massively simplify rigging in Blender and it plans to include all of these more advanced approaches to rigging legs, arms and fingers etc. It's being developed by the main rigger for Big Buck Bunny and Sintel open movies. Here's a thread at Blenderartists . And some interesting youtube WIP videos:
I'm testing this with a 200kb wav file. Nothing happens after around 5-7 minutes, is this normal or am I just impatient.? Using a dual-core with 3,2ghz per core. Checking again whether this is the command to type into the console (or do I have to type the name of the wav files itself?):
for i in *wav; do sox "$i" -r 44100 "${i%wav}mp3"; echo "$i done; done
I installed sox and lame (with no additional libs).
I navigated my way to the folder with the sound files and typed the long command, but nothing seems to happen, no errors, no reports, no progress shown. Am I missing something here?
Thanks :) but it's a pretty basic setup, it would be cool to find a way to animate it without deforming the fish so much and so they can move their tails independently. I know there's a way just have to discover it, But for now I'm rather happy with the result.
I checked your enemy sprites, the goblin, skeleton etc. and I have some advice for your animation workflow in Blender:
Select the armature, go to buttons window -> object -> draw panel and enable x-ray. This will make the bones visible at all times, even through the 3d model (no need to be in wireframe all the time).
In 3d window, view -> view properties, disable relationship lines. Once you're done rigging they're not needed anymore and they only clutter the viewport. Hopefully this should make it easier to animate :)
Anonymus, I get sox FAIL formats: no handler for file extension `mp3' but it doesn't matter anymore because soundconverter works perfectly :) Thank you all for advice and patience.
Just one more question on how to properly upload files: I plan to upload files individually so they all have their preview sounds. For the preview it's an .mp3 and for the file itself it's the original .wav in a .zip file (even though the compression isn't that great). I prefer common file formats vs. superior but less known ones, accessibility is always good :) Anything missing?
There is this set of scripts being developed to massively simplify rigging in Blender and it plans to include all of these more advanced approaches to rigging legs, arms and fingers etc. It's being developed by the main rigger for Big Buck Bunny and Sintel open movies. Here's a thread at Blenderartists . And some interesting youtube WIP videos:
http://www.youtube.com/watch?v=6lgwJWQ9_JE
http://www.youtube.com/watch?v=eUSyoO2BmaQ
I don't want to undermine your effort, but I'm wondering how usable this project will be with rigify in development.
I'm testing this with a 200kb wav file. Nothing happens after around 5-7 minutes, is this normal or am I just impatient.? Using a dual-core with 3,2ghz per core. Checking again whether this is the command to type into the console (or do I have to type the name of the wav files itself?):
for i in *wav; do sox "$i" -r 44100 "${i%wav}mp3"; echo "$i done; done
The sounds I'm trying to convert are from Yo Frankie! game and can be downloaded from http://download.blender.org/apricot/yofrankie_1_1b_bge.zip if anyone else feels up to the task.
I installed sox and lame (with no additional libs).
I navigated my way to the folder with the sound files and typed the long command, but nothing seems to happen, no errors, no reports, no progress shown. Am I missing something here?
Time flies indeed: http://opengameart.org/content/high-poly-church-bell
Ok will try your suggestion. Here's one more:
Preview format is mp3, what kind of format is prefered for the file itself?
EDIT: I've just realized I have no idea how to use any piece of the information you gave me. Noob at command line.
Thanks :) but it's a pretty basic setup, it would be cool to find a way to animate it without deforming the fish so much and so they can move their tails independently. I know there's a way just have to discover it, But for now I'm rather happy with the result.
Completelly agree on the reusable art part. This reminds me I should go and explore the Yo Frankie! dvd now that I have Blender working again.
I checked your enemy sprites, the goblin, skeleton etc. and I have some advice for your animation workflow in Blender:
Select the armature, go to buttons window -> object -> draw panel and enable x-ray. This will make the bones visible at all times, even through the 3d model (no need to be in wireframe all the time).
In 3d window, view -> view properties, disable relationship lines. Once you're done rigging they're not needed anymore and they only clutter the viewport. Hopefully this should make it easier to animate :)
Hello,
Here's my take on the fish animation. http://opengameart.org/content/trout-school-animation
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