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JKA ANIMATION FBX FORMAT 1.0

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About This File

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JEDI KNIGHT III ANIMATION

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Title : FBX HUMANOID ANIMATION

Author : Asgarath83

E-Mail : Please PM me in JKHUB forum.

 

File Name : JKA_FBX_ANIMATION.ZIP

File Size : 52.5 MB

Date Released : 10/11/2013

Description:

i work for a 1 week, about that, for make a favour to a friend, like a robot! -.- that'was.... terrific! argh! terrific! I not wanna more redo a similar mechanic thing!

I imported 1700 XSI files into 3d studio max and converted manually, one by one, into filmbox!

so you can understand my pain, people! ^_^

This package contain:

- ALL the humanoid animation of JKA, except BOTH_A1_SPECIAl, because my 3d studio max crash when i try to convert into FBX, and another lot of animations. is not a great damage about the last missing, because are specular animation: some left side animation crash in conversion to FBX, so i have imported only the right side animation. well, is not a disaster i suppose is possible do something like a mirror or a join of animation for rebuild the original left missing animation. Some program allow to combine 2 animation for generate another, so you can resolve that's issue, i am sorry for thats trouble. :(

However, here yu can have 1700 animation! all kata, sword combat, force power, cinematic animation of default that yu can see on ModelView.

The original animation was maked with shapes, not bones, and the shapes are named with a code called something like DaVinci_NullBones:"nameofbone"

i never understood why raven making that, is not much friendly use...

However. here you have the JKA humanoid animation, NOT the NON humanoid, or droid animation, understood? All converted in Filmbox format.

Filmbox are maked and exported with filmbox plugin of 3d studio max 5 a years ago, when i was working about a game for unity 3d.

that's animation can be used for blender, but i not use much blender so i not know exactly how you can do that, or for unity 3d or every other engine or program that support FBX format.

If yu are making a game on unity3d, you can use the animation package for quickly make the animation of your characters, attack etc etc.

you need simply to put into the folder humanenemy of unity3d all animation and the skeleton.

 

- Yes, the file contains also the JKA SKELETON.

but is a modified skeleton. all bones are unlinked by the hierarchy. there 's an hierarchy of all shapes, simmetric with the hierarchy of animation fbx files. Every shapes has like parent the bones with the same name.

So in that's skeleton what happen:

1 you can do a rig and weight of your character with my custom skeleton

2: you can use your character into unity3d putting in a folder called with name of NPC and naming the Filmbox exported character with humanenemy.fbx name.

3: if you had put the humanenemy default folder of unity3d with the skeleton, now, the your character can manage the JKA animation into unity engine and can move! :D

NOTE READ THAT: that can function only if you unlink the XSIsceneroot shapes by the mesh_root helper of jKA skeleton, as i linked into the skeleton. i taked the Xsisceneroot linked to the mesh_root for close the hierarchy, but in unity engine, animation for work need this unlink.

This skeleton WORK ALSO FOR JKA: if you make a character and use that skeleton for weight or right, carcass convert in glm, and you can use however character in game.

 

Installation: anyone: just put the zip file into the import folder of your engine or graphical program and extract all package. after, import the filmbox file you need.

 

File content:

- The Jedi Academy humanoid skeleton

- The Raven humanoid animation.

 

* Copyright / Permissions *

JKA humanoid skeleton download by the oooold Psykopat 3d modelling site.

http://psyko3d.50webs.com/tuts.html

 

Animation are download by filefront: is the Raven software package of humanoid animation. You can download also here:

 

http://jkhub.org/files/file/1586-animation-and-model-source-files-raven-software/

 

That's animation are really open source. Also all my release, you are FREE to use without contact me, or ask me permission. Credits are not necessary in that case, but if you credit me i am very happy. :)

 

 

Copyrights:

These files are released "as is" and are unsupported by Raven Software, Activision or LucasArts.

 

Star Wars® Jedi Knight® : Jedi Academy™:

 

© 2003 LucasArts Entertainment Company LLC. © 2003 Lucasfilm Ltd. & TM or ® as indicated.

All rights reserved. Used Under Authorization. LucasArts and the LucasArts logo are registered

trademarks of Lucasfilm Ltd. Any use of any of the materials on this site other than for private,

non-commercial viewing purposes is strictly prohibited.

 

 

 

THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & © LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


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Asgarath83

Posted

Any1 got a translator droid

bad english, i know :)

Asgarath83

Posted

Thanks ^_^ @Archangel35757

Asgarath83

Posted

Note: the FBX format and JKA skeleton files should be used for successfully import animation on Unity3d (tested, it works) and for unreal engine 4 (untested again, but i count to do it ASAP ) . BUT obvious, you need to rig the models with that skeleton for works. Maybe this pack can help some game develeopers. 1700 animations are a good amounts. :)

V4nJ0rDy

Posted

This does NOT work for UE4! I rigged the skeleton to a mesh and then imported it into ue4 no problem, but when i try to add animations it says that they have the wrong root track or whatever its called, maybe im doing it wrong, but if im doing it right then it doesnt work, if not please tell me.

 

EDIT 1: I managed to successfully rig the mesh with the skeleton, problem now is that the animation in UE4 now is heavily deformed, ill come back to it once i figure it out...

Asgarath83

Posted

On 3/15/2019 at 11:14 AM, V4nJ0rDy said:

This does NOT work for UE4! I rigged the skeleton to a mesh and then imported it into ue4 no problem, but when i try to add animations it says that they have the wrong root track or whatever its called, maybe im doing it wrong, but if im doing it right then it doesnt work, if not please tell me.

 

EDIT 1: I managed to successfully rig the mesh with the skeleton, problem now is that the animation in UE4 now is heavily deformed, ill come back to it once i figure it out...

Sorry, i never used UE4 and i not know how to make these animations doables on it.

they can be used on unity. if they are put into the humanenemy folder i guess. at least, a lot of years ago i worked some months to a fan game on unity and me and the coder successfully ported to unity working animations.

 

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