Jump to content

[Request] Making animations using XSI


Recommended Posts

What do you mean?

 

Like chacter model animations?

 

I mean general XSI animation can be learned from all over, the thing with the _humanoid skeleton is it's set up in a very unorthodox way and to build a rig to animate it easily takes a good amount of time. I was gonna have like a 3rd go at it here sometime soon but you can of course animate it without the help of a constrained control rig but it wouldn't be any easier than using dragon.

 

it's all raven and the weird skeleton they made that has 4 arm bones and 3 leg bones.

 

I think I may be one of the few people who really know how, scary.

Link to comment

We're not talking about rigging (although that's a bit unclear for some people such as myself but I think such tuts exist) specifically, but rather the making of animations using XSI instead of Dragon. Although there is a way to do it in XSI, a lot of the information behind it is yet unclear.

Link to comment

Yeah for some reason it was something left out by Raven when they released all the SDK's, they used XSI to make all of the games animations.

 

It's odd when you import the source files, all the bones from JO are there as well and animated, they must have used the same rig from JO but I know when you compile a character and you have certain bones with nothing enveloped to them the compiler dumps them, this is how it knows to loose the XSI IK constraints on export, mainly the chain roots and effectors.

 

I'm gonna sift through the base animation sequences and see if I can make something happen, starting with the root pose with a community made skeleton just doesn't work, especially when you're trying to build a foot roll constraint or have the knees bend properly when moving the chain end effector.

 

Yeah for some reason it was something left out by Raven when they released all the SDK's, they used XSI to make all of the games animations.

 

It's odd when you import the source files, all the bones from JO are there as well and animated, they must have used the same rig from JO but I know when you compile a character and you have certain bones with nothing enveloped to them the compiler dumps them, this is how it knows to loose the XSI IK constraints on export, mainly the chain roots and effectors.

 

I'm gonna sift through the base animation sequences and see if I can make something happen, starting with the root pose with a community made skeleton just doesn't work, especially when you're trying to build a foot roll constraint or have the knees bend properly when moving the chain end effector.

 

Yeah for some reason it was something left out by Raven when they released all the SDK's, they used XSI to make all of the games animations.

 

It's odd when you import the source files, all the bones from JO are there as well and animated, they must have used the same rig from JO but I know when you compile a character and you have certain bones with nothing enveloped to them the compiler dumps them, this is how it knows to loose the XSI IK constraints on export, mainly the chain roots and effectors.

 

I'm gonna sift through the base animation sequences and see if I can make something happen, starting with the root pose with a community made skeleton just doesn't work, especially when you're trying to build a foot roll constraint or have the knees bend properly when moving the chain end effector.

 

EDIT

I know nothing about XSI, but if it supports Biped I might have a 3ds max project of the JA skeleton in Biped form, set up by the one and only Keshire.

I don't think it supports character studio bipeds, bones and IK in XSI is totally different, it creates IK chains automatically where max just uses simple FK bones with a parent/child setup.

 

I have that file by keshire too, doesn't work if you use anything over max 5.

 

ANOTHER EDIT

Just realized something that changes things quite a bit, all the .xsi files raven released for the _humanoid model animations all have the missing bones that JO had AND they are animated. Not sure why they took out so many bones but I may just recompile the entire _humanoid.gla and see what happens.

 

http://jkhub.org/topic/902-wip-ja-humanoid-rig/

Link to comment

Just lmk when you're ready and I'll send over the scene file, it's ready for testing. You'd have to grab a trial of Softimage 2013 since that's what I made it in but I'm trying to work out a way where I can have it built as an addon and be generated through the primitive menu like some of the other preset rigs so that older versions can use this.

 

If you are a student however I encourage anyone to take advantage of Autodesk's student licensing program, it's how I got full free legal versions of Softimage 2013, 3ds Max 2013, Maya 2013 and Mudbox 2013 though I haven't cared enough to install Maya or Max since I don't use either.

 

http://students.autodesk.com/

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...