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Is It Possible To Convert The Swg Animations To Ja?


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Posted

Topic. Since Star Wars Galaxies has tons of cool and useful animations, i was hoping that somehow the skeleton and animations could be made useable for Jedi Academy. This is more of a question since if it's not possible there's no point in discussing it further.

Posted

Not an expert or anything, but if it is possible, this might be a good starting point. In my opinion however it would be more convenient to recreate the specific animations than to convert them.

Posted

Yes, for someone with the proper knowledge it would not be hard at all.

 

I would just import the animation and since it'll just be simple bone objects just snap the rig I made in Softimage to the bones in the SWG skeleton to "shadow" it then hit export. It would be even easier if there was some sort of biped rig for SWG then the motion could be transferred in just a few clicks but transferring motion between bones and IK controllers isn't always perfect which is why I'd choose the snapping method. A tad more time but still fairly easy.

Posted

Yes, for someone with the proper knowledge it would not be hard at all.

 

I would just import the animation and since it'll just be simple bone objects just snap the rig I made in Softimage to the bones in the SWG skeleton to "shadow" it then hit export. It would be even easier if there was some sort of biped rig for SWG then the motion could be transferred in just a few clicks but transferring motion between bones and IK controllers isn't always perfect which is why I'd choose the snapping method. A tad more time but still fairly easy.

 

I extracted roughly 1.000 animation files that i deemed useful imo, though i couldn't find the correct humanoid skeleton.

Posted

http://psyko3d.50webs.com/tuts.html JKA skeleton is here.

JKA animation sdk with all humanoid animation in XSI format coming with raven SDK modding pack.

JKA humanoid animation converted into FBX format is a work i did years ago and here: (but this is with a skeleton edited for works on unity3d not sure if can be useful for you.)

 

https://jkhub.org/files/file/1739-jka-animation-fbx-format/

 

mmaybe can help you also:

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

humanoid animation xsi by raven

 

softimage animation creator

https://jkhub.org/files/file/1483-jedi-knight-series-humanoid-animation-rig/

 

i never do an animation on my life so i cannot help you, but i am pretty interessed in this attempt. let me know if you have success.

Posted

Has anyone else noticed that the root.xsi contained in the Raven animation pack has no bones? I think just the stupid triangle and a pelvis but the rest are deleted and the base mesh isn't rigged either. Also, when you import Kyle from the humanoid pack his skeleton is converted to null asterisks and none of the characters are rigged? Seems like we should have fixed those long ago... or they just aren't importing to Softimage 2011- 2013. Mini has an animation rig that works perfectly maybe we just rig Kyle and if you need someone else i.e. Luke... you can just gator over the weights and fine tune with the weight brush. The reason I bring this up is it would be very simple to copy over just about any humanoid looking animation from any rig with Gator and transfer/merge the corresponding bones.

Asgarath83 likes this
Posted

Has anyone else noticed that the root.xsi contained in the Raven animation pack has no bones? I think just the stupid triangle and a pelvis but the rest are deleted and the base mesh isn't rigged either. Also, when you import Kyle from the humanoid pack his skeleton is converted to null asterisks and none of the characters are rigged? Seems like we should have fixed those long ago... or they just aren't importing to Softimage 2011- 2013. Mini has an animation rig that works perfectly maybe we just rig Kyle and if you need someone else i.e. Luke... you can just gator over the weights and fine tune with the weight brush. The reason I bring this up is it would be very simple to copy over just about any humanoid looking animation from any rig with Gator and transfer/merge the corresponding bones.

I noticed also another stupid thing of raven pack that is ever chetted and anger me. there is NO skeletons for not humanoid models in raven xsi pack 3. only damned shapes. .-. for this i am ever stucked to humanoid skeleton also for monster of my mod. .-.

Posted

I noticed also another stupid thing of raven pack that is ever chetted and anger me. there is NO skeletons for not humanoid models in raven xsi pack 3. only damned shapes. .-. for this i am ever stucked to humanoid skeleton also for monster of my mod. .-.

 

Yeah man... in the nonhumanoidanims folder/archive, in xsi format. Just import the root.xsi to have the root pose skeleton.

 

 

 

Posted

the root file is done with bones??? mmm i'll need to check that. thanks man.

 

Yeah man... in the nonhumanoidanims folder/archive, in xsi format. Just import the root.xsi to have the root pose skeleton.

 

 

 

tryed with root of assssin droid. but when i import on max there are not bones, but helpers. :\

Posted

tryed with root of assssin droid. but when i import on max there are not bones, but helpers. :\

 

Works fine for me in Softimage.

 

https://jkhub.org/albums/a7qhc

 

It depends as to which program/version you use to import it. Sometimes I get models from people and they are just nulls for bones... its something to do with the way your program is importing the xsi file i'd believe. I just tried to export the skeleton for you as a fbx file but it converted the bones into nulls as well... not sure how to approach it from here other than rebuild all the bones as curves or something and create a new skeleton for it in fbx format... not sure if the miniscule differences in bone placement in reference to world space will break the game though... might want to wait and see if someone else has a better importer for you or knows more about the issue with whatever program/plugins you're using.

 

@@Asgarath83

heres a fbx and a dae see what u can do with those.

http://www.mediafire.com/file/axom79m929o4q78/assassin_droid.rar

Posted

http://psyko3d.50webs.com/tuts.html JKA skeleton is here.

JKA animation sdk with all humanoid animation in XSI format coming with raven SDK modding pack.

JKA humanoid animation converted into FBX format is a work i did years ago and here: (but this is with a skeleton edited for works on unity3d not sure if can be useful for you.)

 

https://jkhub.org/files/file/1739-jka-animation-fbx-format/

 

mmaybe can help you also:

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

humanoid animation xsi by raven

 

softimage animation creator

https://jkhub.org/files/file/1483-jedi-knight-series-humanoid-animation-rig/

 

i never do an animation on my life so i cannot help you, but i am pretty interessed in this attempt. let me know if you have success.

 

Updated skeleton

https://jkhub.org/files/file/1855-3ds-max-8-jo-ja-skeleton/

 

*because the one on my site might not be perfect*

Posted

IMO the files seem to be purposefully sabotaged as far as the root files go. As for the envelopes, it really doesn't take long to envelope a model and transferring envelopes over between one model and another only really works when the models are very similar in proportion.

 

@@Asgarath83 You're not stuck using any skeleton for a mod. Multiplayer only requires that all players use identical animations to improve online performance. For anything else you're free to use whatever skeleton you can make. You have a lot more freedom than you think.

Posted

IMO the files seem to be purposefully sabotaged as far as the root files go. As for the envelopes, it really doesn't take long to envelope a model and transferring envelopes over between one model and another only really works when the models are very similar in proportion.

 

@@Asgarath83 You're not stuck using any skeleton for a mod. Multiplayer only requires that all players use identical animations to improve online performance. For anything else you're free to use whatever skeleton you can make. You have a lot more freedom than you think.

nice to know. pity i not know how to make \ import other skeletons. the only models program i have at disposision are max 5

(my max 10 is at moment down) and blender :\

@@ChalklYne thanks for dae and fbx but i cannot open with max 5 or blender 2.68 >.< i'm sorry. sure the failures are of my importer plug ins and program versions.

 

very pity, i have tons of skeleton and animation for EVERY kind of animal, beast and creature extracted  many years ago by an old mmorpg but i'll never found the correct plug ins for open the files on max or blender : \

(PWI formats are really odds)

Posted

Max 5 is insanely old, Mod Tool 7.5 is leaps and bounds ahead, even v6 would be considered ahead since XSI was at like version 3.x when Max 5 was new.

 

I looked into blender recently since if I stepped away from Softimage I'd probably get away from Autodesk altogether but the rigging and animation tools are still not as good as even the old stripped down Mod Tool 7.5.

Posted

Max 5 is insanely old, Mod Tool 7.5 is leaps and bounds ahead, even v6 would be considered ahead since XSI was at like version 3.x when Max 5 was new.

 

I looked into blender recently since if I stepped away from Softimage I'd probably get away from Autodesk altogether but the rigging and animation tools are still not as good as even the old stripped down Mod Tool 7.5.

 

i think i'll need to fix the stupid cdilla license error of my max 10 ASAP >_<

Posted

http://psyko3d.50webs.com/tuts.html JKA skeleton is here.

JKA animation sdk with all humanoid animation in XSI format coming with raven SDK modding pack.

JKA humanoid animation converted into FBX format is a work i did years ago and here: (but this is with a skeleton edited for works on unity3d not sure if can be useful for you.)

 

Doesn't the link you posted here have a link within to import glm's into max 5-7? Couldn't you just import the glm? I thought Blender had a glm import option as well, but maybe not. Still though... you said you have max 5? Theres a max 5 glm importer on Psyko's site right there on the right. Does it only import mesh or something?

Posted

Doesn't the link you posted here have a link within to import glm's into max 5-7? Couldn't you just import the glm? I thought Blender had a glm import option as well, but maybe not. Still though... you said you have max 5? Theres a max 5 glm importer on Psyko's site right there on the right. Does it only import mesh or something?

yes, i use GLM importer frequently for import stuff into 3d max. i have also  a glm exporter on my blenders. and my max have some trouble to import stuffs with formats if is not 3ds or obj, so i use glm importer to get the stuff on max for rig with jka skeleton (i never rigged on blender ). pity that glm, 3ds and obj cannot import rig information or skeletons >.< only meshes.

Posted

Because the GLM doesn't have the bone info, the GLA is where it is stored. Blender is able to import and export meshes the way it does is because it reads both of those files so that the model comes through with bones and weights.

Posted

@@Asgarath83 - the Raven Max5 dotXSI importer will import ALL root.xsi files both humanoid & creatures and create a Max Bone Skeleton.

 

My dotXSI import maxscript will create Dummy helpers instead of bones (since that was easier).

mmmm... i need to find and use this importer. the importer xsi i get on max maybe is bugged i guess. :\ .

Posted

Is there a shield animation?

 

 

WOW!!! these force animations are much better of default JKA animation. should be wonderful a complete replace of that.

:D nice also saber fight

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