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minilogoguy18

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Posts posted by minilogoguy18

  1. Whoa whoa whoa whoa, you can export whatever as the start frame, carcass will re-sort the frames based on the dotXSI files it grabs and the first frame of the first sequence will be starting at frame 0 despite what it is in Softimage.

     

    The problem is the missing root pose which can be at whatever frame number you want, as long as it's the frame before the start of the animation. This is why the model is skewed, it needs the root pose to figure the transforms of the merged animations.

     

    I'll have to update the files description because the root pose is there, it's just been stored as an action sequence and I didn't have that feature there when I made the video.

     

    @@gugatucci to add the root pose to the first frame of your animation...

     

    1. Select any part of the rig
    2. Press F3 to open the synoptic page
    3. Go to the frame before your animation starts
    4. Select "Root Pose" on the right
    5. Select "Key All"
    6. Adjust timeline so that root is the first frame and all other frames are in your animation
    7. Export as normal

     

    At some point I may have to make a new video on that rig, sorry about that, it's undergone a LOT of changes since the initial video was made.

     

    Archangel35757 likes this
  2. Check here...

     

    https://jkhub.org/topic/3512-level-assignments/

     

    We already have the Yun level pretty much done, seems to only need some lighting adjustments from what I remember and the Maw battle @@Ramikad had a pretty big head start on as well. The only full time dedicated mapper we have is @@Ramikad right now, the others very rarely seem to come around. @@DT85 did a couple of maps since he's a jack of all trades as the mod leader and @@AshuraDX has helped out big time by doing the Yun map. If you want to choose one of the levels that either hasn't been started on or was started on by a team member that is no longer around to do as a demonstration of skill feel free.

     

    It would be hugely beneficial for yourself to learn some modeling and PBR materials, the team members are all experienced with whatever 3D software package you choose that has all the plugins needed for JA. For freeware it's between Blender and Softimage Mod Tool 7.5, if you can get educational licenses for Autodesk products then you can use 3DS Max or the full version of Softimage, current versions of Maya aren't supported as no plugins have been made to work with it.

  3. It's going to take me a minute to jog my memory on this. Can you send me the .EXP file (SMT scene) through private message? The function not implemented in Mod Tool error can be a few things, Autodesk tried to "cap" the exporter so that it couldn't be used for game engines but there are work-arounds, you need to double check your dotXSI export settings. I also need to see your Assimilate settings, they can be found in Edit>Preferences.

     

    The biped has gone through a number of revisions since the video was made. I haven't really used it in years, everything lately has called for something totally custom (AT-ST, Gorc).

     

    Oh, Pro Tip, you should increase your monitor resolution if possible, Softimage doesn't like a height less than 1024 pixels so on todays 16:9 monitors the minimum recommended resolution is 1920x1080. There is an option for a lower resolution but you have to collapse a lot of the menus to get access to everything on the side panels.

  4. This gives me some ideas since I can much more easily pose the models using Softimage. A friend of mine has a 3D printer at our job but it's I believe an 8 bit board so the models resolution isn't that great but sending the model to a company to print in a better resolution for $$$ would be an OK solution.

  5. Skeleton files and animation sequences

     

    https://jkhub.org/files/file/2038-softimage-jedi-outcast-character-skeleton/

     

    Tutorials and references

     

    Player model dotXSI export settings
     

    6CgByyp.png

     

    Character set up guide videos (WIP)
     

     

    Creating custom animations using Softimage Mod Tool 7.5



    Raven SDK's

     

     
    (contains useful things for JA as well)
     
     
    (also has things for both JO and JA as well as tutorials)
    Modeling/Skinning guide and tools
     
     

     

    (anything in here that is in the JO version you'll want to replace with these)

    Removed link for JO skeleton as that can be obtained from the JK2 SDK by importing either Kyle or the Stormtrooper, just make sure on the import options only animation is checked. Some bones may be skewed, just change the animation frame and it should correct itself and you'll have them all rigged up with LOD's and tags.

    Must have plugins

    Roadkill UV's for Mod Tool



    A modified version of Kim Aldis' Roadkill Exporter for Autodesk's ModTool by Janosch. This handy pack also includes everything needed to use the free program Roadkill (an automatic UV unwrapping tool) inside of Autodesk's Modtool 7.5.

    OBJ exporter

    Enables obj exporting in Modtool 7.5 (Drag and drop the Export_Obj.xsiaddon into a viewport and restart to install). By Janosch. Very popular model transfer format, does not support bones and animations.

    Useful links

    Main Page - XSI Wiki
    http://www.si-commun...&t=1474&start=0
    http://www.youtube.com/SoftimageHowTos <-- Softimage How To's
    http://www.youtube.c.../AceMastermind1 <-- Certified Softimage 7.x Training
    Letterbox Animation Studios
    http://www.noesisinteractive.com/

    NumberWan likes this
  6. They didn't switch, you can cut the staff in half, it's rare since it's hard to hit them at just the right spot but it can be done. It's limited to single player against NPC's I believe. If you look at some of the sab files there is reference to this also pointing to what hilts to switch to. I made a set of broken hilts since the game didn't include them, there is even a "fix me" note in the files, it'll just switch to using 2 of the "Stinger" hilts rather than 2 halves of whatever staff hilt the NPC had.

    eezstreet likes this
  7. It could look bad in the siege_destroyer map because it's not laid over a cone like the doomgiver bridge area is. I never really thought of it that way. It definitely looks different between the 2 maps, could just be the 2 cones that the shader is layered over.

  8. Psyk0Sith is right, in most cases inexperienced people are only going to tell you what you want to hear and not what you need to hear. Their praise should be thanked but disregarded for the most part. Catering to someones feelings almost always requires lying.

  9. It's so easy to get a student license for Max or Maya. I also just suggest Mod Tool 7.5 because even being a bit dated in 2017 it still has more features than Blender and is totally free. Can do those things shown in the video but no export support unless like Archangel said, we get someone to develop something. Nice thing that even he mentioned when making the MD3 plugin for Softimage that the software was surprisingly easy to develop for since the SDK came with a lot of examples and documentation.

    Smoo likes this
  10. I'll try to get back to work on the animations, been working 12hr days lately and gf wrecked a car that I was supposed to flip for a profit which was supposed to get me the scratch to build a new PC which I was hoping would jumpstart my desire to work on 3D projects again. Unfortunate events have been leaving time and money tight lately. =(

  11. No, it'd be more of a code thing than an animation thing, look at the code that makes the characters head track to follow the closest player in MP. The GLM/GLA formats don't support costraints even though the format it's compiled from (dotXSI 3.x) does I don't think that info is taken through the compiler.

    ooeJack likes this
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