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minilogoguy18

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Everything posted by minilogoguy18

  1. It's a set of constrained control objects constrained to a IK skeleton allowing for posing of the model to only take a couple of minutes. Someone with this could create character animations in the fraction of the time even the most experienced Dragon user could, the videos explain it all. Figured it was only a matter of time before that post came since no one seemed to know what to say about it. This is how character animation is done most of the time in major 3d packages. You can do FK like dragon but that's like rubbing 2 sticks together to make fire when you have a torch lighter in your pocket.
  2. Trying to figure out a way right now where a script can generate the rig with a click of the mouse much like some other biped generator's I've seen so that someone with an older version could essentially 'make' it in an older version since scene files aren't backwards compatible. Like mentioned though, if you or anyone you know can qualify for a single student license you can get the latest version for free.
  3. Yeah, you could probably dig the old thread up on GF. Both the turn left and turn right animations are done, might just do a death animation and that will be enough for it to work in game and take a break from animating to do some texturing.
  4. Should be able to, just need to take the time to envelope a model to it. The valve source addon for stuff like HL2 has a nice weight map export function but it doesn't work quite right in 2013 but I read somewhere that it can be fixed, just gotta take the time to do it. I REALLY hope I can find a way to compile this into something like an addon (google GEAR for Softimage) so that someone with a different version can create it with 1 click from the primitive menu. The magic with this is that all of the controllers are not in the skeleton hierarchy so they do not get exported.
  5. Yeah, kinda struggling with the turning left and right animations, hard to picture when the model in doesn't actually rotate in the program, the game engine takes care of that part so you don't animate it actually turning, just the motion of it kinda doing it still, check out the atst in modview to see what I mean, it's kinda weird. I don't wanna be lame like Raven did with the at-st and just use a sped up walk cycle as the run, this thing is smaller and faster so it needs a separate run and run start animation.
  6. Well metal isn't glossy anyway, at best a dirty peice of metal should only have a hardly noticeable specular shine just so that it has something to react with the lighting in the game and that's it.
  7. Something I modeled years ago but stopped working on for reasons I really can't remember. Started it back up, modeling is of course done, UV mapping 50% or more and I redid the skeleton setup for the feet and the rig. I also scrapped the walk cycle I had before around the old rig as well as a death animation, new walk cycle was quickly remade though in like 10 mins, only real animation work is an exhaggerated run cycle, turn left and turn right. While there are a few more they are all super simple will only take a minute or 2 each to make. http://www.youtube.com/watch?v=Cj_06AKWaFo I don't really consider it a finished walk cycle, it can be tweaked easily and while it is sort of static it's also a mechanical walker and not a person who would have much more fluid movement.
  8. 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/
  9. The noise effect just doesn't look right on metal to me at all.
  10. Looks like you can do a motion blur over it to get a more brushed metal effect that details can be painted onto like rivets, panel lines, burn marks, scratches, dirt, etc.
  11. The light gray areas look more like stone block than metal.
  12. My plate is kinda full atm and I know nothing about editing .roq files but if someone out there does I think it would be nice to see the cutscenes working with widescreen. Seems like they would probably work if they could be imported to Photoshop and every frame just add black borders to the side so they would play in 16:9. Mainly want this cause I was gonna play through JO which has some nice cutscenes. Anyone?
  13. 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 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/
  14. Well people asked for it and so for this is probably like my 4th or 5th go at this but it seems to be working well so far. http://www.youtube.com/watch?v=GRioiCqWfGI&feature=plcp Some people are surely going to notice things that will make questions pop up, mainly the nulls in the arms and legs, those replace the bones that are normally there so this skeleton can have a normal arm/leg setup. This is doable, after looking at the hierarchy in ModView I noticed that those bones that are mainly there for better twisting of the limbs are child to the closest bones but aren't actually in the bone chain. I'm sure you'll next notice that it of course is not in the root pose, the root pose is just there for modelers to rig a character to a simple skeletal pose. You could honestly rig a character model to any one of the animation sequences released and compile it using assimilate just exporting it as the name of the animation used rather than root and it would work. To do list: Rig a dummy model to it Test, probably a walk cycle Only thing is if people haven't noticed I have a student license for the latest version of Softimage which this was created and I don't think I'll be able to convert it backwards to an older version. I've also rearranged some of the hierarchy since the video was uploaded but none of the rig elements are in the model_root hierarchy, it's all done using constraints, linked parameters and expressions. So you can still just branch select the model_root and export without taking any of the rig nodes with it. EDIT http://www.youtube.com/watch?v=qflMxD_6FIc' Finger curl controls and up vectors for the legs.
  15. Might want to run it with a clean base, never had a problem running it.
  16. You tried just simply reducing the amount of loaded .glm models in base? Never had this error before but I also have very few custom player models in my base.
  17. You export to .XSI 3.x and Assimilate/carcass.exe generates a .glm and .gla file, creating a character animation is pretty similar to exporting a vehicle. I'm a little burnt out on some other projects right now so maybe I'll play around and see what I can come up with.
  18. 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.
  19. I remember beating this thing in Sonic 2, you should really change the title of the thread though since you aren't requesting an AT-ST. It doesn't need to be a AT-ST replacement directly, when dealing with such a thing a custom skeleton will let you make it how you want.
  20. I added you to msn using the information provided in your profile to try to help you further.
  21. I think you're rushing too much and aren't carefully reading FIRST, Select all parts of your model then do Transform>Freeze all transforms SECOND, hit the Freeze M button to freeze the modeling construction history, this way you wont loose evelope weights. You have to use version 6 NOT 6.01, the download is in the thread in my sig at the top
  22. Yeah the original DF mod did an amazing job. There are right and wrong ways to do a remake, the right way is purely visual enhancement and change NOTHING else, not even level layout. Resident Evil and Metal Gear Solid: The Twin Snakes for the Gamecube are 2 prime examples of successful remakes.
  23. Just exported Inyri's geth with no errors, compiled and works fine. Not sure why you're getting that error. Eclypse was the first one to use 6 since I own the program and his model worked well enough for him to make that tutorial.
  24. Post a picture of your dotXSI export settings. It's really simple, they way you see textures in game with no lighting and also in modview = textured decal. Compile the model and open it in modview and the textures will look EXACTLY the way they do in textured decal mode.
  25. In 7.5 I know the UV's aren't transfered because I got the same thing in modview with Inyri's geth model, I have a student licence for Softimage 2013 and imported the .xsi file and there were no UV's which lead to the white model in modview. I finished her model in 2013 but then imported the finished .xsi file that I put through assimilate through Mod Tool 6 and exported, compiled and it worked fine, you MUST have the textures box checked, I know in 7.5 that gives you an error message, not in 6. Local transforms change any time you translate, rotate or scale a mesh, whenever you do you must freeze the transforms so they are at 0,0,0 in world, every game is like this, even in 3ds max people must do this before exporting, the tools just have different names. The tags in the null skeleton do have weights but even if they didn't it's not like it's a big deal, you only want them enveloped to ONE bone that is the CLOSEST to them. Maybe when the textures for a model I have are done and I make the video tutorial things will be more clear, you may even smack yourself when you realize that you're kinda over thinking it. =p
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