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minilogoguy18

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Everything posted by minilogoguy18

  1. 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.
  2. Might want to run it with a clean base, never had a problem running it.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. I added you to msn using the information provided in your profile to try to help you further.
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. No, just use regular crosswalk>export, it'll export a dotXSI6 file which is a newer version of .xsi, doesn't work for JA though but will let you transfer. Just looked at your file and most of the transforms on the model are not right, you need to go back and use the freeze all transforms then freeze the modeling construction history, the Freeze M button is at the bottom of the right tool pane, may have to collapse the transform tools by right clicking on the dark gray transform bar before you see it depending on screen resolution. With Freeze M rather than the regular Freeze you can edit the mesh and freeze them without losing the envelope weights operator. You mainly need to spend more time fitting the model to the skeleton, mostly the hands and feet, the feet should point straight forward and just move the bolt_*foot up so the bottom edge matches the bottom of the models foot so he doesn't either float above the ground or clip through it. Grab the null skeleton from the tutorial thread too, that one has too much clutter since Corto started on a rig using it but never finished.
  14. All you need to do is install the Valve source addon on both versions and export/import the weight map. Crosswalk also, didn't think about that at first, just do a regular export but the valve source addon is very useful for weight map transfer when importing/exporting using a universal file type like .3ds that doesn't support envelope weights.
  15. If the textures don't look right in Textured Decal then they aren't going to look right in game either without serious shader help, dynamic lighting and shadows. Trust me on this, I did the same thing as you when I first started using Softimage years ago, based all my textures on how they looked in renders and the OpenGL setting, they'll look super bright in game. Dismemberment is all based on tags and parenting, that's how the engine figures the dismemberment. Used to think it had to do with naming of the meshes but I found otherwise since I rigged and compiled the geth model and split the hips and torso into 2 segments. Used an admin command that kills a player and dismembers all parts and the hips or torso never split. Also, don't be afraid to move tags to suit your needs, unlike the bones the position is not crucial for them to work properly, if the tags say for the feet don't match with the bottom of the characters foot (which control how the feet interact with the ground, the model DOES NOT dictate this) but the ankle joint matches the skeleton feel free to move them appropriately so that the bottom edge meets the bottom polygons of the feet. Tag surfaces should be enveloped to the closest bone and never have more than 1 deformer (bone), they also should be child to the closest mesh, just as caps are child to their coresponding mesh. Just post exactly what you're trying to do and we'll figure a way that makes it all work, caps too if you want. Also, just found out a week ago and update the Mod Tool thread, you need to use version 6, Autodesk capped the dotXSI exporter so that animation and UV coordinates will not get exported on the 7.5 version. I know that the 7.5 version has some enhancements overall but 6 can do everything you need it to and isn't really any different. 6 also comes with .obj and .3ds support which was removed from 7.5 probably because Autodesk wants your money hence why you cannot buy a Foundations version of Softimage for $499 anymore like you used to. Also, if you need any Softimage related help feel free to post in the tutorial thread and I'll answer usually very quickly.
  16. Stop doing renders with black backgrounds, it makes it difficult to see things. Just show a viewport shot, no need to show a render, the textured decal view will show everything they way it'll look in modview with no shaders. The headlight setting is your friend.
  17. You should post what it actually is including pics if you want to catch the interest of others.
  18. If anyone on here has any good experience in building on a lugormod server lmk, looking for someone with experience to help out with a server I host from time to time. Despite being on a PC the ping is decent for most.
  19. I like the Vex, reminds me of MGS4
  20. ^Don't use .jpg, it sucks, low quality and lack of alpha. Use .png, all the functionality of a .tga but with a much smaller file size. If we pack a jpg in the pk3 it'll look lower res than all the others which are .png.
  21. I just updated, big F up on my part, I was used to using 6 and thought that 7.5 worked cause it does have the exporter BUT the UV info is lost, Autodesk seems to have capped it since they bought the Softmage line. I uploaded the version 6 as I just tested it with the Geth player model and it compiled perfectly. I could also upload the file here if the staff thinks hosting it here is a good idea, right now I just uploaded it to my GF account. It's definitely not illegal considering it's hosted in many places (7.5 mainly, the download I found for this installer took forever). If you know anyone using this, spread the word that 6 is the one you want. Even though I have a student license for Softimage 2013 I'll use Mod Tool 6 for the video tutorial I'm making.
  22. MS... Cause everything works on it. Don't complain about security with MS, get better at protecting yourself.
  23. ^Pretty sure she made that, she's got a heap of ME stuff she's making.
  24. ^Don't worry, she's working on many different color variants. Dunno if you noticed but in the rush to test it out I didn't add the lines in the .skin file for the caps.
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