Circa Posted December 3, 2013 Posted December 3, 2013 The legs look extremely skinny and too straight. Everything else looks pretty good though.
Boothand Posted December 3, 2013 Author Posted December 3, 2013 The legs look extremely skinny and too straight. Everything else looks pretty good though. Thanks for pointing that out! Noticed some other deviations from correct moose anatomy, and did a quick alteration there too. Hooves aren't textured yet. Omicron and Circa like this
Circa Posted December 3, 2013 Posted December 3, 2013 Much better. The hind thighs could even be a tad more thick, in my opinion. Boothand likes this
Boothand Posted January 13, 2014 Author Posted January 13, 2014 I have a nice idle animation. Walk cycles are infinitely much harder though, I realized. It also revealed all the problems with the geometry and weighting on this model, and I've fixed some of them. Other than that, it's still very visible how this isn't a very good animation, nor a particularly ideal mesh or even rig! http://www.youtube.com/watch?v=DziPFh-Y3BI Omicron and Futuza like this
Futuza Posted January 13, 2014 Posted January 13, 2014 This is so awesome. Can't wait to see the moose's attacking animation. Boothand likes this
Zappa_0 Posted January 13, 2014 Posted January 13, 2014 Star Wars Episode 7: The Moose Strikes Back! Boothand likes this
Boothand Posted January 17, 2014 Author Posted January 17, 2014 @@Archangel35757 Trying to get the moose with its two current animations (idle and walk) into the game, just for motivation. Getting an XSI export error. I'm not sure what to do about the model_root node the exporter generates, when vehicles need a model_root in the hierarchy. 3DS Max crashed both when keeping that name and when changing that name. It does make an .xsi file actually, but it fails to import properly when compiled by carcass.
MoonDog Posted January 17, 2014 Posted January 17, 2014 I dont know why, but something in me is very excited to see a moose walking around JKA. Particularly if some one makes a cool wintery abandoned castle grounds type level with forests. Futuza, Omicron and Boothand like this
ZanderNao Posted January 17, 2014 Posted January 17, 2014 I dont know why, but something in me is very excited to see a moose walking around JKA. Particularly if some one makes a cool wintery abandoned castle grounds type level with forests. http://jkhub.org/files/file/213-blueice-twilight/ seems ideal
MoonDog Posted January 17, 2014 Posted January 17, 2014 http://jkhub.org/files/file/213-blueice-twilight/ seems ideal Maybe to demo the model, but I'd like to see something a little less confined and RP-y. Layout wise, less of a basin and more of a U-bend mountain range with dips for streams/frozen streams. Get some low poly fur and pine trees for medium distance vista, and some others with a bit higher definition for use in playable space. Architecture wise, I was thinking something like this: Broken platforms and vestiges of other floors could be added to make the space funner for saber combat. Also, stuff like that would be pretty easy to model in a 3D package like Blender Max or Maya. Omicron likes this
Boothand Posted January 17, 2014 Author Posted January 17, 2014 pine trees I was actually working on a pine tree a while ago, but for now I'd classify it very WIP. https://dl.dropboxusercontent.com/u/58757568/pinetree1.jpghttps://dl.dropboxusercontent.com/u/58757568/pintree2.jpg I'm not sure if I'll be able to have an attacking animation though. Have never seen a vehicle attack you, other than with muzzles. I don't know how many animations I need really. All directions I suppose, + same with running.
Archangel35757 Posted January 18, 2014 Posted January 18, 2014 @@Archangel35757 Trying to get the moose with its two current animations (idle and walk) into the game, just for motivation. Getting an XSI export error. I'm not sure what to do about the model_root node the exporter generates, when vehicles need a model_root in the hierarchy. 3DS Max crashed both when keeping that name and when changing that name. It does make an .xsi file actually, but it fails to import properly when compiled by carcass. @@Boothand -- What version of Max are you using? Yes, there's a flaw in the Max9+ betaR1 versions that may cause a crash ( for some people ), but it creates the file... it happens after the file is written and the plugin is closing. You must not have a model_root node in your scene because the exporter creates it. Just un-parent skeleton_root and mesh_root and delete your model_root... that's just the way the plugin works. I'm trying to get the final-release plugin finished and uploaded ASAP.
Boothand Posted January 18, 2014 Author Posted January 18, 2014 @@Boothand -- What version of Max are you using? Yes, there's a flaw in the Max9+ betaR1 versions that may cause a crash ( for some people ), but it creates the file... it happens after the file is written and the plugin is closing. You must not have a model_root node in your scene because the exporter creates it. Just un-parent skeleton_root and mesh_root and delete your model_root... that's just the way the plugin works. I'm trying to get the final-release plugin finished and uploaded ASAP. I'm using Max 2011. I was wrong about one thing actually, the one in the hierarchy is called B:modelRoot, so there won't be a conflict in that sense. Carcass did reject my xsi file though. Should I still unparent the skeleton and mesh (and wouldn't that ruin the hierarchy)? Could it be because of the IK solvers I don't know where to place in the hierarchy? Animations got screwed up when making them children of some of those parents.
Archangel35757 Posted January 18, 2014 Posted January 18, 2014 @@Boothand-- IK doesn't belong in bone hierarchy; and controls shouldn't be either. They should remain separate (tie them to your bones using constraints. Yes, you need to unparent mesh_root & skeleton_root... and delete any model_root you created. The exporter creates the model_root and parents them automatically. You can animate with IK or procedural controllers/constraints and it will properly export your animation.
Boothand Posted January 18, 2014 Author Posted January 18, 2014 @@Boothand-- IK doesn't belong in bone hierarchy; and controls shouldn't be either. They should remain separate (tie them to your bones using constraints. Yes, you need to unparent mesh_root & skeleton_root... and delete any model_root you cteated. The exporter creates the model_root and parents them automatically. You can animate with IK or procedural controllers/constraints and it will properly export your animation. Do you mean like this? Hierarchy: I still get the same errors: Carcass error: and:
Jango40 Posted January 18, 2014 Posted January 18, 2014 Random question.. Is the plural of moose ''mooses'' or ''meese''?
Boothand Posted January 18, 2014 Author Posted January 18, 2014 Random question.. Is the plural of moose ''mooses'' or ''meese''? One moose, two macaloo - all the moosalee, I think.
Tempust85 Posted January 18, 2014 Posted January 18, 2014 Get rid of xsisceneroot and b:model_root. Not sure if that's causing your error though.
Jango40 Posted January 18, 2014 Posted January 18, 2014 One moose, two macaloo - all the moosalee, I think.That's.. Confusing. Oh well.
Boothand Posted January 18, 2014 Author Posted January 18, 2014 Get rid of xsisceneroot and b:model_root. Not sure if that's causing your error though. Same error. I've followed this tutorial by the way http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html
Archangel35757 Posted January 18, 2014 Posted January 18, 2014 Get rid of xsisceneroot and b:model_root. Not sure if that's causing your error though.Get rid of xsisceneroot and b:model_root. Not sure if that's causing your error though.Yes get rid of those two objects: XSISceneRoot & B:modelRoot. See the Carcass Error Guide: 42.) XSI Import failed, code = 4599 This error happened because the skin modifier is not on top, if you have set UV mapping coordinates on top of the skin modifier, move them down under the skin modifier. It is strongly recommended to UV map before you rig, collapse the stack so it's empty and then apply the skin modifier. ONLY the skin modifier should remain (on top).
Boothand Posted January 18, 2014 Author Posted January 18, 2014 @@Archangel35757 Ok, getting the same error after collapsing the UVW modifier, and Skin was always on top, and UV-ed before rigged. Now there's only Skin in the modifier. Current hierarchy (showing modifier stacks too):
minilogoguy18 Posted January 18, 2014 Posted January 18, 2014 Shouldn't the object model_root be the main parent of everything?
Boothand Posted January 18, 2014 Author Posted January 18, 2014 Shouldn't the object model_root be the main parent of everything? The way I understand Archangel, the exporter creates it and does that for you.
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