-
Posts
1,586 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by ChalklYne
-
The site isn't dead, it's haunted.
-
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
@@Asgarath83 i dont have 3dsmax. Im sure if i compiled a character and exported as an fbx you could import it tho. Problem is i wont be around a computer for almost 2 weeks. Just follow the instructions i gave you and it should be fine. The thing needs to be re-rigged. If thats beyond your expertise id recommend learning it. I wont be any help for a while... Out of town -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
@@Asgarath83 if when you export to xsi it creates a flipped null... try porting to fbx I thought I saw a fbx to glm converter on here. Glad I could help thus far though man good job sticking with it... that perseverance will pay off -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
If the animation works in 3dsmax or whatever... then the anims are fine. your transforms are not reset man i done told u. You need to remove the envelope, flip your skeleton to fit, reset mesh transforms to zero, and re-rig it. I had it opened and fixed it all just to make sure i knew what i was talking about the first time you sent it. its still your problem. the heirarchy isnt going to fix it. i think your skeleton root imported flipped upside down... which isnt the end of the world tbh. Do as I say and you will have the fun times... keep guessing and you have the brain that get a hurt real bad. I'd do it for you but u know... that kinda defeats the purpose and from what youve said you have a lot of models to fix... im not fixing all of em thats for sure. lol Can you rig? its a small fix man youre making this insane. just take it one step at a time -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
I dont use 3dsmax... maybe @@AshuraDX or someone familiar with that program can help you there... im glad youre catching on though -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
@@Asgarath83 Your heirarchy your skeleton is flipped upside down your transforms are not zeroed Now... Heres a very elaborate custom model My heirarchy My skeleton and transforms The boxes on the right are your transforms... those need to be frozen so they are all at 0 (except the scale being 1 of course) your skeleton is flipped upside down? the heirarchy has a lot of stuff in there that i believe arent being used (the ld_ and rd_ stuff) and make sure it follows a clean syntax like mine does.I mis-spoke about it being "extremely" wrong... its manageable i just was obviously brain farting After you get those fixed, we can worry about the animations. I really hope this helps man -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
@@Asgarath83 Ahhh... porting... i see... well... in this rare instance ill assist you because I can tell you are trying to put a lot of work into this. heres my GUESSES... 1.your heirarchy is incorrect. extremely. The model you sent me was very wrong. You may need a better understanding of the heirarchy required. 2. the animations could have things like constraints and stuff instead of baked animations. but... from the model you sent me... the skeleton was flipped upside down from the mesh and the heirarchy was all kinds of weird... so I'd assume you should remove all the envelopes, flip the skeleton root, reconfigure the heirarchy, and re-rig them. the animations might be ok but we can cross that bridge when we get there as to whether or not you need to plot out the anims because they are constraints and such. Its really hard for me to grasp where your specific problem is because i see so many problems from the beginning. give me a minute ill upload pictures to show you what i mean -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
@@Asgarath83 you can have custom skeletons man... you just will have to animate them yourself -
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
You and me both brother. Honestly... Theres a tiny bit of a language barrier here so I will try and go through this slowly. From what I see... your skeleton is flipped upside down and your transforms arent frozen on the mesh. Now... I could fix those and send it back... but I think we're miscommunicating something here. You cant give animations from a different skeleton to this thing. you have to use one of the base skeletons provided in the raven source files located on this site. So you have to use the howler skeleton from the source files, fit this mesh to that skeleton, freeze the transforms on this mesh, then rig this mesh to the howler skeleton or whatever skeleton youre planning on using to be able to use the howler's anims, because thats what my decoding skills have shown you are trying to do. HTEN... you can give the howler things like force_push and stuff like that by adding those lines into his animations.cfg and providing him an animation for it. So basically the skeleton is original and original skeletons wont work for base animations, your skeleton is flipped upside down, and your mesh doesnt have the transforms frozen. I know the language barrier makes this a big problem to communicate, but remember, we all have a chicken duck woman thing waiting for us. Savvy? -
Blew a psu fan so im taking it easy for a few days. Worked on his weight shifting
-
@@ZanderNao That would be awesome. Im animating the happabore and jabba first... then I have a kowakian monkey lizard id like to try... but I can totally see myself taking this request on as well while working on the kowakian. I have a habit of letting fully completed models just hang in limbo over something small so im really trying to focus on the cloth animations, happabore, and jabba for now. i also tend to work on something as soon as its asked about... someone asks about starkiller ill go sculpt starkiller pieces... jabba, ill go work on him... tie facility... ill go map that. I tend to find myself getting interested in whatever is publicly interesting at the time... just keep reminding me of this and ill light some fire under my ass to complete some of the ones i have open so i can get to him. Cool request thank you!
-
Just as an update im at frame 9000 of the cleanups. Theyre going as planned. It's not really that necessary, but itll be worth the time spent.
-
@@minilogoguy18 Yeah im positive its set up correctly. Good point though. Good luck house shopping i procured the skeleton in a less than noble method... but it is correct thats for sure
-
It was not simple. By any means. I imported them all separately and constrained a skeleton to them each and created actions from each one. It was hell but it worked out perfectly and at least its done now
-
Yeah I always save my stuff on multiple devices its not going anywhere. Sucks you lost it. This ones almost ready to go... then ill start a debate over which cloth nulls to add i.e. capes etc.
-
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
Yeah i think im misinterpreting what youre trying to achieve. Someone will see this and give you a better answer -
OK so time for a recap. What I will have in the next couple of days is all 21376 animation frames imported into an fbx with separated and correctly named anims in accordance to the base animations.cfg The fbx skeleton is basically a jedi outcast skeleton with all the missing bones (i.e. toe bones) with those extra bones all animated correctly The fbx skeleton has the original base T-pose and the JKA root A-pose (in case anyone wants to use it for models that have been positioned in the T-pose) All "broken" anims are fixed and will be exactly the same as in base, no tracing or approximation If you haven't been following, having all of the animations will make it possible to add bones to the base anims for cloth simulation etc. @@minilogoguy18 want to use this to set up a new animation rig for newer versions of Softimage? If we get this skeleton plus its anims in a nice synoptic rig and rig a kyle to it, it will be everything you need to make a playermodel or make anims all in one scene and will serve as a great reference to people who dont fully understand how to make a custom playermodel... you can just open this up and see what the deal is with a fully completed kyle
-
@@DT85 @@Archangel35757 oh my shit i figured out how to fix the anims so that everything works perfectly its hell and its overwhelming and its just beautiful. all anims now work. give me a while to clean everything up. and by a while i mean renaming and trimming 1700+ anims everything works now. perseverance. persa-fuckin-verance. i hate to say a toadasow but u know what boys? a toadasow. a fuckin atoadasow im so pumped. i had a dream you know... but dont let your dreams be dreams
-
The Elder Scrolls V: Skyrim Daedric Armor
ChalklYne replied to Daedra's topic in WIPs, Teasers & Releases
Hard work payed off. I havent downloaded anything since the black lightsaber blade back in 2002... but ill download this one out of GP's. Props. @@Rooxon youre a mad professor man -
The Elder Scrolls V: Skyrim Daedric Armor
ChalklYne replied to Daedra's topic in WIPs, Teasers & Releases
@@Rooxon This is the way ports should work IMO. Find something we dont have the desire to model and do your best. Theres honestly no other way youre getting it in game. The polyflow and original t-pose make it seem like such a whore to position and scale so a lot of work went into this. Thats what I like to see. Bravo gentlemen. Looks nice. -
The Elder Scrolls V: Skyrim Daedric Armor
ChalklYne replied to Daedra's topic in WIPs, Teasers & Releases
I love you Rooxon I just like to bust balls. Beautiful work, rigging and fitting were probably a whore. good job man -
The Elder Scrolls V: Skyrim Daedric Armor
ChalklYne replied to Daedra's topic in WIPs, Teasers & Releases
Is it classified? Is it above my paygrade? I dont see a download link. Is it hurtful to talk about in public? Is it beyond your expertise? Its a number. Information is free. It's somewhere between 8000 and 14000. I say 12000. Am I getting hot? My entire TIEFacility is 18000. Am I wrong to ask? What if my hardware is dependent upon your frugality of polygonal expenditure? What if I say please? Thats like McDonalds saying "you think our cheeseburgers suck? Buy one and find out." Can I have a sample? Take the max polycount and divide it by 3 and I'll do my own math. If you take the entire vertex count as a circumference can you tell me the diameter so I can use Pi to configure a baseline? Is it above 10,000? We're all friends... is it above 20,000? I think it's beautiful and out of place like a vagrant polar bear in Phoenix. Can we still be friends? Show the wireframe... in fact... I know its a sensitive subject... so show the wireframe behind a tasteful shower curtain and I will infer my own vertectual desires... EDIT in refrence to your edit: Ok... so that model is around 1000 to 2000 verts... might you have any magic beans i can purchase as well? -
The Elder Scrolls V: Skyrim Daedric Armor
ChalklYne replied to Daedra's topic in WIPs, Teasers & Releases
Lets get a polycount... for those interested. -
Hit frame 3000 of renames and cleanup. 1/7th done of the base anim cleanup. Reason for cleanup is there wont be a recompiling of animations.cfg... it will all have the same frame numbers and frame positioning as the base... just with bloth added
-
Need a lot of help. i wanna to learn not humanoid animations.
ChalklYne replied to Asgarath83's topic in Modding Assistance
@@Asgarath83 dude... just make a humanoid. i undertsand conceptually that the end result is a non humanoid creature... but if youre trying to inherant humanoid properties, you need a _humanoid skele. just how code works man. so lets take this question by question... long story now... long story short...