-
Posts
2,468 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by minilogoguy18
-
This I found it essential to just build male and female nude models over and over again until I got the anatomy right before I started actually making something that I'd consider putting in game.
-
I'd watch his walk in Sonic 2, should give you a good idea.
-
You're still over thinking and not reading what I'm posting, any time you edit geometry including it's center (which is done by freezing transforms) you must freeze the models construction history otherwise if you look at the operator stack in the explorer the things that show up under modeling will be undone on export. 1 position to skeleton 2 freeze all transforms 3 freeze model 5 heirarchy 6 envelope weights I think the problem is you're attempting this with next to no general knowledge of softimage other than whats needed to build a polygon mesh which is like 1/10000000000 of the programs functionality.
-
It's a start but lacks a good deal of motion, the legs don't lift off the ground much, the stride is short and the rest of the body is very static.
-
I don't see how you can have so many problems, its so simple, you need to freeze the transforms BEFORE setting up the heirarchy and BEFORE weighing the model. Freeze the model THEN start setting up the heirarchy and weighing, can't count how many times I've said it, you're getting hung up on a step in the process that nobody normally has any problem with.
-
If you're doing it in max I really can't help.
-
^IK chain behavior is very dependant on up vectors, the default up vector for the chain may not be good enough, may have to constrain the up vector to a control object so it knows which way the elbows should point.
-
Why not just use actual pictures of Sam Witwer?
-
It has no cheek bones and the ears are super jacked up.
-
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
If you open any base model in modview you should find them either under the pelvis directly or the humerus bones. All of the base animations SHOULD have them but I've never played through them all. -
You don't mess with geometry approximation, that changes all normals on the mesh based on like a slider/value, use mark hard edge/vertex to make creases. You honestly really shouldn't need that though anyway for something like this, just need to grab edges and move them around to get the shape right. I model doing the plane method and extruding edges, takes some time but I seem to get a better end result. Not sure if you're using the mirrored clone mothod to build the opposite side or if you're just using symmetrize polygons but you should delete half, edit>duplicate/instintiate>clone single and type in -1 for X scaling to mirror and freeze scaling. Then with the clone hit '+' 2 or so times to make it into a lvl 2 surface mesh and edit the low poly by pulling edges and vertex's out while looking at the high poly clone to see the result to get a more realistic face.
-
Restarting isn't as bad as you think, you'll find yourself doing it much faster than the first time. Even if you do keep this you're not listening to any advice, the back of the head and neck needs to change, it just looks F'ed up, same with the lips. Don't be scared to build a higher poly head, if you can make it with proper loops and good flow you can always go back and manually remove some loops to reduce the count without really altering the look of the model.
-
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
^Better capes are already possible, just none of the released skeleton files for Softimage or Max have the tail bones included but if you open any base model in modview and look at the bones you'll find 2 tail bones that could be used to weigh a cape to judging by the way the move. Seems like they shouldn't interfere with the legs. Also looks like that's what those bones may have been intended for but it seems to have been over looked for all these years. -
The neck and back of the head is jacked up, don't know why you're taking the time to UV and texture when the modeling isn't right. Also, what's up with those polygons on the lips? He also has no jawline. You need to start over, it's beyond fixing.
-
[Suggestion] Battle of Endor space battle
minilogoguy18 replied to Linken's topic in Mod Requests & Suggestions
It's just that next to something like SWBF2 (another game I mod) the space combat is VERY lacking, small maps, horrible physics and just bad coding. I love SW space combat games, HUGE fan of rogue swuadron series and XWA but JA could never be 1/4 of what those games are in terms of flight sim. -
I can't tell what you've changed, I think you should start over, I had to start over many times before I could make a head that was game worthy.
-
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
You can add bones but they wont be added to the games existing animations. Think of it like using a JO model, they have more bones and they work but the bones that aren't used by JA wont animate. If you really wanted to add bones you'd have to add them to all the relevant animations and EVERYONE you were playing online with would need the updated .gla file or else crash. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
There is, it's just not made of IK chains. I based this one on the JO skeleton becuase it may be possible to recompile the _humanoid.gla using the source files since they contain all the missing bones and are animated, they just seemed to have been removed on compile. a few of the sequences are missing 1 or 2 bones but they can be added by using a simple null in the right place in the heirarchy. Oh and I have a small update on this, I have fit the Kyle model to this and just need to start weighing him to it then I'll export a test. -
[Suggestion] Battle of Endor space battle
minilogoguy18 replied to Linken's topic in Mod Requests & Suggestions
I've had that map since it was released. If you look at my oldest mods you'll see I used to try to recreate space combat, it was a fail, wish I didn't waste so much time on them. -
The edgeflow is looking a lot cleaner.
-
Nostrils, eye lids, center of top lip and jawline all need improvement. Inyri refreshed my memory on this old page, you should check it out. http://wiki.polycount.com/FaceTopology?highlight=%28\bCategoryTopology\b%29
-
[Suggestion] Battle of Endor space battle
minilogoguy18 replied to Linken's topic in Mod Requests & Suggestions
^Most of that is not possible, there isn't enough map space to make even 2 main capital ships fit if they were built to scale. You want space battles, go play another game, this is the worst game to recreate this in. -
Do you have any animators already on board, sounds like a lot of work for just 1 person to take on.
-
[Suggestion] Battle of Endor space battle
minilogoguy18 replied to Linken's topic in Mod Requests & Suggestions
^In a nutshell yes. -
[Suggestion] Battle of Endor space battle
minilogoguy18 replied to Linken's topic in Mod Requests & Suggestions
Space battles in this game are down right terrible, grab a copy of X-Wing Alliance if you want real fun. If you have SWBF2 there is even a battle of endor map for that which is pretty decent but in this game the scale is too small and the flight sim is horrible.