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ChalklYne

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Posts posted by ChalklYne

  1. @@Asgarath83

     

    Your heirarchy

     

     

     

    JKkpFiN.png

     

     

     

    your skeleton is flipped upside down

     

     

    N2loJXn.png

     

     

     

    your transforms are not zeroed

     

     

    1nE9K7J.png

     

     

     

     

    Now... 

    Heres a very elaborate custom model

     

    My heirarchy

     

     

    YtgLZ8J.png

     

     

     

    My skeleton and transforms

     

     

    HrzBnZR.png

     

     

     

    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

  2. @@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

    Asgarath83 likes this
  3. Okay, i do some progress... and get many delusions...

     

     

    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?

  4. @@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!

  5. Well I'm not sure what approach you took but it was pretty simple to do, just boring and tedious.

     

    I had the skeleton that was to receive the animations stored under a Model and imported the source file 1 at a time under another so that there were no naming conflicts. I also had a conversion table for some things but I'd simply store the fcurves and transfer them via the animation mixer.

     

     

    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

  6. 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

    Noodle, z3filus, Psyk0Sith and 1 other like this
  7. @@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

     

     

     

     

     

     

     

  8. If I am honest with you, I actually did this in maybe half an hour before going to sleep - I had prepared the models beforehand, importing all 6 into one scene then scaling them in relation to kyle's sab, assigning materials. I have a pretty good perception of how big that hilt is relative to a playermodel in JKA I believe (after doing probably over 300 weps for the game), so actually I hit the relative sizes to the playermodel on the first try. I did do a few degrees of rotation here and there, fixed the tags on the battleaxe and waraxe and re-exported, but then it was just a question of getting the "blade lengths" for the .sab file to about the size of the area where the weapon should hit, which I also wrote down on a piece of paper while testing a second time ingame. After that, I tested one final time to make sure everything is okay and it was done. :)

     

     

    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

    Rooxon likes this
  9. Polycount? Download and find out. :D

     

    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_raven likes this
  10. @@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 

     

     

     

    1. from my experience the sabers wont work without _humanoid being the first lines of your asset package. (im drunk and at a party mind the typos) you just need it to be humanoid to inyherant the humanoid traits i.e. saber combat.

    2. same answer. make your package _humanoid_asgarathMonster or whatever to inherent the parent traits i.e. saber styles/ force powers.

    3. rename how u like. the anim names have to match and you have to have animations.cfg set up to display that. you can have a model set up as a wampa... you can always inject animations not in wampa animations.cfg... just add them into animations.cfg and the class will get the animations call at the correct time.

    4. fuck if i know. from my experience its easier to learn how to do it and do it yourself than ask the community for help. the community is all years behind on their progress to their own mods, let alone dedicate a couple weeks/months into coding your aspirations. just do it yourself. theres tons of tutorials on how to use shadow rigs and etc. im doing it right now. 

     

    here's what id like you to take from this reply...

     

    if no one has done it, do it yourself and THEN ask for help as to certain aspects not functioning. we are all overwhelmed with bringing our own mod aspirations to life, but are highly trained as to help you on your journey as opposed to causing our own mods to tangent for you to get on our level. we will help but not do. thats just my experience. then take those tools with you for life and develop your own company/ game/ tactics to achieve your own goals. we are more here to help from my experience than we are here to do. We ave all followed your career as we have everyone else's and tbh... if we had an easy way to do it, it wouldve been done so far. I just handled 1700+ animations at 21376 frames and will go through it 3 more times til i can call it done and release it to the community. thats like... bedtime stories i didnt get to tell and homewqork i didnt get to do and overtime i couldve put into work and sleep i couldve had... but i knew if i really wanted it done id do it myself or wait years of asking. dont be the dude that asks questions about scripting... mold yourself into the dude we ask questions about scripting. may seem like im picking on you but you are one of my fav's. i just want to see you persevere. if you have any questions pm me im on like almost 24/7 i reply within the first hour always. even when im not posting i check this site more than my text messages. ask me. ask ashura ask dt but dont ask anyone to do it for you because we are all swamped in real life applications and our own mods. 

     

    that being said... im not sure what youre trying to accomplish. ive added force powers to rancors and rigged humanoids as backpacks so i think im the right person to ask but i really am missing the point. if youre trying to keep it under wraps until release than feel free to pm me and ill work you through everything i know of. just dont feel discouraged and sometimes the lack of assistance is mainly from lack of our own time to get you on our levels. 

     

     

     

     

    now... long story short...

     

     

     

    1. the saber style anim will be played if it is animated and referenced in animations.cfg. give a rancor force push if you want just reference it in animations.cfg.and it will learn it.

    2. same answer... if it has an animation referenced for it and the call is placed... it will animate

    3. fully customizable from my experience.

    4. hard question it may have been worded incorrectly or not enough info

     

     

     

    Asgarath83 likes this
  11. @@Archangel35757 I dont know lol. I tried importing the xsi's as action sources and it just wasnt working for me. At least when I exported as fbx i could tell immediately which anims were breaking. It was a daunting process and believe me when I say I have been trying to approach this 100 different ways before I decided on the workflow i pursued. Im also trying to avoid any code changes to it so I think the old nulls will have to work for this particular project

     

    @@DT85 Nevermind I was overworked and underslept. But... there will be 75 new nulls added to the skeleton. You just wont have to have them all on each model. The nulls will have to control the front back and side flaps, capes, togruta tentacles, pony tail, saber and armor jiggle, etc... the thing is though... you wont have them all rigged at once and the ones you dont use will be omitted at compile anyways so it wont cost extra to have them there. You basically will be in charge of how expensive your model is, and we can use one base fbx for all cloth physics. 

     

    I was hoping on just getting the anims all built separated named and everything and passing it on to someone else to do the simulations... but the nulls linked to tails seems to be the best option in my experience and i dont mind doing it myself if thats the case. Ill upload the completed fbx without bloth physics and one with the nulls so people can make their own physics or anim sets easily. 

     

    The softimage cloth physics look amazing and are easy enough to implement... but in order for them to look well youll need just as much if not more nulls than the tails method. Also, you wont have very good control over the first and end frame of an animation as to where the cloth lands because you need them to appear seamless. So tails n nulls are the best option i can think of and believe me i have racked my brain over this since bloth was first suggested 

     

    Does everything make sense and have i overlooked anything? 

  12. Alright theyre done importing.

     

    Im at 21,175 right now... but for the missing 201 frames, 70 or so of them are single frame anims which will be added maybe tomorrow... and the few broken ones that make up the remaining 130 frames or so...  will be traced from the source xsi's. Hardest parts done.

     

    Ill need a day or so to get the anims all set up correctly and I want to name them all better to match exactly the animations.cfg list so... there'll be a few days of what looks like no progress but it'll just be me cleaning shit up and getting it all sorted. 

    SomaZ and Jeff like this
  13. @@DT85

     

    Yeah Softimage has cloth sim. I was using it earlier today screwing around... im wondering if thats a bad idea though. I think using tails or something would work out better, but I'm honestly just winging it. It'll be easier to keep track of the clothing and stuff and make the first frame end with the same position of the last frame on the anims that need it to. What did you have in mind? I'm also curious about if adding 75 nulls to the existing skeleton all animated will cause performance issues?

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