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Everything posted by minilogoguy18
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JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
@@Archangel35757, I figured but didn't know if whatever drives the facial expressions in game were already supported by some chunk of unused code or not. Well since all the people who voted so far even though it isn't an amazing amount seem to want the JO skeleton to be added to the file I've started doing so. The next release will include Revised look of face controlsImproved hand controls with forearm twisting using expressionsJK2 support including additional controls for the fingers and faceIf anyone wants to try out what I have at the moment just let me know since the hand controls alone make it superior to what's currently available for download. As for anyone wanting to do complex facial stuff for cut scenes that may have to wait. I would highly recommend that a custom setup be used in Face Robot with the model that will be used in the cut scene weighed to the custom rig and exported with it. Cut scene animations do not need a skeleton that matches what the game uses so you actually have unlimited freedom with that, only downside is that only the models weighed to it will work and will have to be their own file separate from what is played as in the game. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
That sounds like code changes, I want to make something that will stay usable with the vanilla engine as that will make it usable across all platforms. Since shape animation doesn't seem possible I'll just add a bunch of different poses to the animation mixer so that they can be copied and layered around into whatever someone wants. That will be a totally different file than what's in this topic and only if the interest is even there, I don't have time to waste on something that might not get used. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
I fixed the eye controls, in JA the leye and reye bones are used to control the eye lids where in JO they were used for the eye balls where the top and bottom eye lids had their own bones. I thought about making some face controls but with how limited the _humanoid bone set is I realize now it would actually be best to use a custom skeleton or even the JO one for cut scenes since cut scenes use their own .gla files and don't have to match what's used in MP. You would of course need to weigh a dedicated model to that skeleton but your end result would be far better. Here would be an example of what I would do say if I needed to to some facial animation since shape animation would be best but JA doesn't support it so my next choice would be something like Face Robot. The workflow seems so easy and straight forward. https://www.youtube.com/watch?v=xJzXRkIOEZ8 @@Archangel35757, weren't you working on some sort of shape animation system for JA or something like that? -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Of course, watch the video in the tutorials section in my sig. You can load the animation either before merging with the _humanoid.gla or after. If you view it before you'll just see the dummy mesh which will be a bunch of small cubes. If you do it after you'll just have to add your animation to the animation.cfg file so that it loads with whatever player model you load in modview. People shouldn't be intimidated by character animation for this game anymore, I've literally made it so easy that first timers are getting animations in game, wish some of them would post their stuff on here but they're all people who are on like ModDB making stuff for whatever conversion they're doing. I'm helping someone through PM as we speak who's making cutscene animations, they had a simple problem. I tend to get these people every so often that sign up here and PM me about this. On a side note: I started playing around with the AT-ST again, I may release the scene file for it as a learning tool on rig construction as it has some advanced expressions driving 1 of the mechanical joints in the legs as well as a reverse foot (dog leg) setup. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
@@DT85 It will be 1 file, like you animate the rig as before and just middle click which model_root you want to export, JA or JO one. It's a shadow rig, the bones that move the Kyle model are not the bones that get exported, the skeleton that gets exported is a null one similar to what gets used for character weighing. It has it's own "dummy" mesh that's just a bunch of cubes since bones that have no weights are left out at compile. If no ones modding JO in such a manner though I'll just leave it as is unless maybe some mods out there plan to add the bones back into JA since I know that's been discussed before. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Wouldn't be hard, just don't know if anyone would actually use it. -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
^No big deal, leaps and bounds of progress have been made since. OK, I added a poll for anyone who might care, I could add the JK2 skeleton to the file so that it works for both games. Is anyone interested in even modding JK2? -
JK series _humanoid Character Animation Rig
minilogoguy18 replied to minilogoguy18's topic in WIPs, Teasers & Releases
OK, I'm bringing this back from the dead. I tend to either get Google+ messages or PM's on this site about certain things on either tips on it's usage or someone managed to break the rig so I'm working on this again and going to try to get it to the point in which I feel like it should no longer be a BETA in the download's name. So far I've reworked the face controllers to be a bit more appealing, fixed the roll division controllers and fixed the hand controllers. The roll division and hand controllers seemed to only work as I wanted if constraint compensation was on, which should only be used out of desperation as it can break the rig and cause certain constraints to act oddly. Before I update the file again I'm going to test some options on even further automating the rig so that you can just simply rotate the hand controller and the arm will twist realistically without the need to use the arm's up vector constraints since they should only be used to keep the elbow from moving in unnatural ways. Not sure of how many on here are willing but it'd be nice if someone took the time to do their best to break the rig so I can find any problems. -
Completely new and need guidance.
minilogoguy18 replied to Who is watching?'s topic in Modding Assistance
I recommend PakScape as well, so simple and straight forward for PK3 files. Later down the road you may want to dabble with a bit of 3d modeling in a 3d package of your choice, a lot of the smaller detailed parts of maps are models that are imported into Radiant using the .ASE and .MD3 file formats. Mapping takes a bit of time to learn, as well as some other aspects of modding so take your time, have patience. -
JKO modding tutorials needed (npcs specifically)
minilogoguy18 replied to ClassicRockJedi's topic in Modding Assistance
Wow, never realized they were different file types, the only model I've ever put into JO was an updated AT-ST model and I just let it overwrite the original so it used the base NPC data. -
JKO modding tutorials needed (npcs specifically)
minilogoguy18 replied to ClassicRockJedi's topic in Modding Assistance
Some parameters are game specific but the structure of the file for the most part is the same. Only a coder can answer what exactly is different. -
Wow, OG animation expert. Reading a thread on lucasforums showed me what I was doing wrong when I made my Softimage biped rig as far as setting up the PCJ list in Assimilate to get the animation to compile right.
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JKO modding tutorials needed (npcs specifically)
minilogoguy18 replied to ClassicRockJedi's topic in Modding Assistance
They're literally text files that you just change the setting when you save the file you select save as file type to all files and add the .npc extension rather than .txt. -
Is it possible to make JKA NPCs compatible with JO?
minilogoguy18 replied to ClassicRockJedi's topic in Modding Assistance
https://jkhub.org/files/file/2038-softimage-jedi-outcast-character-skeleton/ I'll just leave this here for you. -
JKO modding tutorials needed (npcs specifically)
minilogoguy18 replied to ClassicRockJedi's topic in Modding Assistance
Are you talking about adding a model to the game or taking a model that works in MP and make it a NPC that you can fight against in SP? Model .glm files and the .npc behavior files are 2 totally different things. -
Anything new on this? Makes me sad when it's not at the top of this section.
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I'm kinda curious about your workflow. The models in ZBrush all are posed in the JA DaVinci pose, are you using some sort of base mesh that you're importing into ZBrush? Or do you have some sort of template to pose them.
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Is the saber model in the hand but the blade just isn't there? Or is the entire saber model not showing up?
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That doesn't even show the full process or even the error, more info is needed. What is your problem exactly?
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A Wii mote perhaps???
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Lol, you guys should learn some basic 3D terminology cause you obviously didn't know what I was even talking about.
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You pretty much name everything with a suffix using numbers 1 through 3 for the next level of detail with the high resolution mesh having no suffix.
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I think the helmet in general just needs to be scaled up some, it's a bit too small.
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Sorry, I don't do requests unless it happens to be something I was already planning on. Too many unfinished projects to start another.
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3DS Max doesn't have a snap-to-surface option? I can do that in Softimage and it pretty much works as a retopology tool without the popular name, but that of course is building the low poly mesh yourself. I've never liked auto tools though, they never work as good as doing it yourself, you always find weird triangles, noticed that mainly with polygon reduction tools.