ChalklYne Posted October 1, 2013 Posted October 1, 2013 Please tell me whoever animates this is going to use something other than dragon lol? I plan to, but since I don't have the internet at my apartment it is slow trying to learn the program. I've gotten a bit farther, but still have a heck of a ways to go. Until then I'm going to work with Dragon. Dragon just makes it more difficult. You'll get the same results no matter what program you're using... it's a comfortability thing. I can use Softimage's animation tools and he can use dragon and im sure his stuff would come out better... just from the experience. I say if you're comfortable with dragon go for it. We can set up the exact same sliders and make all of the exact same bone selectability and even keyboard shortcuts in Softimage for you too you know? Would take a day or two but it would function and handle the exact same. Except, we can throw in more stuff for you to play with as well. Just a thought. Now granted, if you change the keyboard shortcuts it will obliterate any chances of you actually ever learning Softimage without a headache.
katanamaru Posted October 1, 2013 Posted October 1, 2013 Nah, but that is cool to know. I'm thinking of fiddling with my finances so that I can get a new pc and the internet. Once that happens I'll dedicate time to learning XSI or 3dSM. Which ever is easier to work with for JA. Circa likes this
Serenity937 Posted October 1, 2013 Posted October 1, 2013 Delay the ability for the shot to be fired until the gun is in the correct attack firing/aiming animation ,even if pressing the fire button. Using code i have done this in EoCIII singleplayer, so when you press fire the shot will not release until your in the proper firing/aiming animation.Once in the proper firing/aiming animation it fires as normal.I think this is what you mean yes? If yes i can possibly pm you the code to do this? Just pm me if you need help katanamaru and Circa like this
Tempust85 Posted October 2, 2013 Posted October 2, 2013 It honestly depends what you want to work with. If you've used Gmax and really like it, then I'd go with 3ds Max. If you haven't, get both (3ds Max no later than 2011 at this time for xsi exporting) and see what you like more.
Psyk0Sith Posted October 2, 2013 Posted October 2, 2013 It was done in 3ds Max, and I don't think its ready lol. Sorry guys but i can't really start working on cloth sim project until november i'm afraid. The good news is i could use the new .GLA version to setup the cloth rig.
Serenity937 Posted October 2, 2013 Posted October 2, 2013 ^ Yep. Here's a question for you peeps regarding gun animations.There are actually two stances for guns. One is a plain stand and the other is a weapon just fired. I can confirm this because I set it up Sunday morning. Right now I have a 'gun held up' for the post shot animation and the default 'by the hip' for the stance. A lot of people like the blaster held across the body in a relaxed position, but there is a small problem with this. See when you shoot the gun the game fires a shot forward toward the crosshair/center of the screen. It doesn't matter where the gun is actually pointing. So if the gun is held across the body and pointed to the left it will still fire forward 90 degrees. I have an idea where the gun will be held at the shoulder, but lowered slightly to seem more relaxed, but still ready. What say everyone? I sent you a PM with a code solution to this problem. Hope this helps.
katanamaru Posted October 2, 2013 Posted October 2, 2013 Now I just have to figure out how to get the code and edit it. Does notepad work? /sarcasm (unless it does) Tempust85 and Serenity937 like this
Tempust85 Posted October 3, 2013 Posted October 3, 2013 Notepad ++ can be used, though I really don't recommend it. Just get OpenJK, cmake & visual studio.
katanamaru Posted October 9, 2013 Posted October 9, 2013 I have a new saber off animation. Well the same animation without the saber twirl. I couldn't find the staff saber on animation though. I was going to change that one two since while the saber spins one of the blades goes through the right thigh. I've put in the BF run and walk for the single saber for now. Circa likes this
katanamaru Posted October 9, 2013 Posted October 9, 2013 But. How. What.I checked there multiple times. Really I did. How'd I miss it? I'll make that one next. Circa likes this
katanamaru Posted October 28, 2013 Posted October 28, 2013 Blah. Stuff keeps coming up. I'm going to do some things tonight. Hopefully get the saber on and two other things. Maybe then work on stand1. Circa likes this
katanamaru Posted October 29, 2013 Posted October 29, 2013 Ok I got some work no my 'two other things.' I should have a post about them Thursday night. So the next thing I'll work on is the saber on and stand1.
NumberWan Posted October 29, 2013 Posted October 29, 2013 I really like the way Jaden stands still with two lightsabers - he is actually breathing, not just holding the hilts as if he were a statue.But I feel strange about the way he walks forward with two sabers... Keyten likes this
katanamaru Posted October 29, 2013 Posted October 29, 2013 Are you sure? You may be thinking of a mod, because I know from importing and messing with them that in base JA there are no breathing stances. The ones I'm working on now don't have breathing either, but I'll go back and add it in later.
Circa Posted October 29, 2013 Author Posted October 29, 2013 Yeah, there aren't any breathing animations in base JA. It would be cool to have, but I don't really think it's necessary. NumberWan likes this
katanamaru Posted December 20, 2013 Posted December 20, 2013 With the White Elephant Gift done I'm going to start this up again. I need breathing animations.No twirl saber off. I have it somewhere, just need to test/finish it.New walks for duals and staff.New run for duals. BFII styled with both arms back.Stand1 and stand5 bastard child stance. Anything anyone can think of? Circa likes this
Circa Posted May 2, 2014 Author Posted May 2, 2014 Alright, now that we have reworked the vision of this, should these animations still be implemented? I'd love for them to be, as I think they would be much better looking than the originals.
eezstreet Posted May 3, 2014 Posted May 3, 2014 Notable: in the XBOX version of the game, turning your character actually caused your feet to play animations. Maybe we could implement this? Boothand and Omicron like this
Omicron Posted May 3, 2014 Posted May 3, 2014 Notable: in the XBOX version of the game, turning your character actually caused your feet to play animations. Maybe we could implement this?Do those animations exist in the pc version of the game, or would they need to be made?
eezstreet Posted May 3, 2014 Posted May 3, 2014 Do those animations exist in the pc version of the game, or would they need to be made?They exist and aren't used. Omicron likes this
Omicron Posted May 3, 2014 Posted May 3, 2014 They exist and aren't used.Neat, having used them would be pretty cool.
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