Psyk0Sith Posted December 21, 2016 Author Posted December 21, 2016 Aren't they supposed to be a mix of both? Their concept and design is so vague that you could go in a bunch of directions.
Tempust85 Posted December 21, 2016 Posted December 21, 2016 So long as it resembles the video somewhat. I would have liked both of these characters to match the video exactly, but I understand wanting your own take.
minilogoguy18 Posted December 21, 2016 Posted December 21, 2016 I don't think matching the video exactly would have even been possible due to their time on screen being very short and not being able to see the character in full detail. That, along with the art from the graphic novels being different, giving the artist wiggle room to make a more modern interpretation was probably the best move. Now with that being said, characters that had much more presence in the game would have to stick much more closely to how they appear in the FMV's. The only character that I think also shouldn't be made to look like the videos would be Maw, he should more closely resemble the graphic art and be much more muscular and menacing. Oh yeah, @@Psyk0Sith, can I get the textures for Gorc?
Archangel35757 Posted December 22, 2016 Posted December 22, 2016 Gorc has been Characterized and rigged in MotionBuilder... now ready for some retargeting tests. Stay tuned... Psyk0Sith, Bek, NumberWan and 3 others like this
Tempust85 Posted December 22, 2016 Posted December 22, 2016 If this pans out, I wouldn't mind having a "DF2 GLA" that all our models (currently using base JKA humanoid GLA) are rigged to with better human proportions than what base JKA has. I'm sure if all 3 of us work together, it would be a very minimal task. @@Archangel35757 Did you want to add some simulated "jiggle bones" for things like the shoulder armor & ears? Also, perhaps cloth sim for the front bit of cloth?
Archangel35757 Posted December 22, 2016 Posted December 22, 2016 If this pans out, I wouldn't mind having a "DF2 GLA" that all our models (currently using base JKA humanoid GLA) are rigged to with better human proportions than what base JKA has. I'm sure if all 3 of us work together, it would be a very minimal task. @@Archangel35757 Did you want to add some simulated "jiggle bones" for things like the shoulder armor & ears? Also, perhaps cloth sim for the front bit of cloth?Jiggle bones, cloth bones and facial bones can be added in 3ds Max.
Tempust85 Posted December 22, 2016 Posted December 22, 2016 Yeah I know, I meant do you have any plans to do that?
Archangel35757 Posted December 22, 2016 Posted December 22, 2016 Yeah I know, I meant do you have any plans to do that?Yes, I was planning to add some cloth bones and facial bones in 3ds Max... not sure what would need to "jiggle".
Archangel35757 Posted December 22, 2016 Posted December 22, 2016 Here's my first attempt at bringing in one of the XSI animations ( BOTH_A7_SOULCAL.xsi ) and retargeting it onto Gorc in MotionBuilder: No additional tweaking yet... just the raw re-target. It does need some tweaking on the feet and a couple of other areas in the shoulders. But as a quick test, I exported and brought it back into 3ds Max and imported onto the CS Biped, but it complained about bind poses not being the same and so it didn't come thru one-for-one... so I will need to make sure the 3ds Max CS Biped bind pose matches MotionBuilder... so I may need to recharacterize Gorc, etc. I also need to characterize the JKA skeleton in it's T-Pose and save that in MotionBuilder. I believe this workflow will work out nicely... once fine-tuned. Tempust85 and Psyk0Sith like this
Psyk0Sith Posted December 22, 2016 Author Posted December 22, 2016 Damn that was quick and better than expected
Archangel35757 Posted December 22, 2016 Posted December 22, 2016 Damn that was quick and better than expected Yeah, 3dsMax/MotionBuilder work really well together... integration is straight-forward. This is my first time using MotionBuilder so I just need to sort out a few issues-- then I can document my process for you. We should decide on the animation list we want for Gorc... we could also retarget some of the Star Trek Elite Force XSI animations if we find any we like and think apply (I was thinking of the STEF walk, run, etc. just to be different from JKA).
minilogoguy18 Posted December 25, 2016 Posted December 25, 2016 So what about his saber? I wonder if @@AshuraDX would be interested? For now I'm gonna make a simple placeholder for animating.
Archangel35757 Posted December 26, 2016 Posted December 26, 2016 his saber blade is like 3 meters long, right?
minilogoguy18 Posted December 26, 2016 Posted December 26, 2016 I dunno, his hilt is like the length of a saber staff at least if not longer.
Tempust85 Posted December 26, 2016 Posted December 26, 2016 I think the saber should be made before any saber animation work begins, or at least a prop with the correct length and thickness. Archangel35757 likes this
Psyk0Sith Posted December 26, 2016 Author Posted December 26, 2016 I could do it, there's few references tho.
minilogoguy18 Posted December 26, 2016 Posted December 26, 2016 Yeah, there isn't much to go by, this image is small but the only really clear one out there. http://vignette3.wikia.nocookie.net/starwars/images/9/9d/GorcsLightclub.jpg/revision/latest?cb=20080417210859 As long as it's something close to this it should suffice, it's quite long.
swegmaster Posted December 26, 2016 Posted December 26, 2016 I thought I posted reference pics for Gorc from the Dark Forces 2 Jedi Knight Enhanced mod on Jeffs wip thread? I'll get them
minilogoguy18 Posted December 26, 2016 Posted December 26, 2016 I thought I posted reference pics for Gorc from the Dark Forces 2 Jedi Knight Enhanced mod on Jeffs wip thread? I'll get them I'm sure I can speak for most in this section and mainly the older guys that none of us can be bothered with digging through those ridiculous WIP threads to find anything. It was a bad habit brought here by former SWBF2 modders.
minilogoguy18 Posted December 26, 2016 Posted December 26, 2016 I have been hard at work btw, there aren't any sequences yet, mainly just been trying to "break" or test it in other words. This way there won't be any surprises when animating, mainly the expressions used for the figures and foot roll tend to be a bit touchy. Here is a quick pose of the saber stance which is a throwback to the original DF2 game, he will be breathing rather than the standing 1 frame pose stance, it'll be more like a 10-20 frame looped animation. Archangel35757 and Psyk0Sith like this
Tempust85 Posted December 27, 2016 Posted December 27, 2016 http://starwars.wikia.com/wiki/Gorc Should be more than enough images to make one up. Just note that the top isn't a "kylo saber". Any 2-handed animations, I'd keep the right hand towards the bottom of the hilt and just put the left at the top - unlike JKA animations where this is reversed.
minilogoguy18 Posted December 27, 2016 Posted December 27, 2016 Ummmmmm, the basics of swordsmanship is the dominant hand goes at the top, the movies got it VERY wrong showing actors who were right handed holding the saber with the right hand at the pommel. I can't knowingly follow the movies when it's straight up WRONG to hold a sword with your dominant hand at the pommel, JA got it right. Everything we know says Gorc is right handed.
Tempust85 Posted December 27, 2016 Posted December 27, 2016 Yeah, I just meant if we were to match the original gorc's hand positioning. All reference material has his hand toward the pommel, but if it's actually wrong then by all means correct it.
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