Jump to content

ChalklYne

Members
  • Posts

    1,586
  • Joined

  • Last visited

Everything posted by ChalklYne

  1. Yeah i think im misinterpreting what youre trying to achieve. Someone will see this and give you a better answer
  2. 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
  3. @@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
  4. 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
  5. @@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.
  6. I love you Rooxon I just like to bust balls. Beautiful work, rigging and fitting were probably a whore. good job man
  7. 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?
  8. 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
  9. If the mod is not released... chances are it is beyond our scope. We are not with-holding dire tricks to JKA. (besides me in the case of the force repulse) lol so try to do it yourself and THEN ask questions. Theres hundreds if not thousands of requests but not many people take it into their own hands to release it, which is in reality what it takes to get your mod released.

    1. Show previous comments  5 more
    2. Noodle

      Noodle

      I was so amazed by your Hutt model's animations, that it inspired me to start rigging and animating stuff like the Shyrack model from KOTOR I.

    3. ChalklYne

      ChalklYne

      awesome man. what program are you animating in?

    4. Noodle

      Noodle

      Blender, started using it for non-animation relatedstuff and after a while I got used to it. Seems to work quite well too!

  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 now... long story short...
  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.
  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?
  14. Yeah thats about the conclusion I came to as well... at frame 19,201 right now, almost through the V's. Take a look at the T's lol. Holy shit.
  15. @@DT85 Yeah Ive tried that about every which way I could think of. Maybe its a softimage thing... could you delete those nulls and reheirarchize it like you said and send it to me? ill see if it is indeed a softimage import issue im experiencing
  16. @@DT85 Well... When you import the xsi files they look good... but when you export them as fbx files then import those fbx files as action sources for the animation mixer... the above mentioned anims break EDIT: How would you go about fixing them?
  17. My brain hurts so im watching animaniacs. never underestimate the power of yakko wakko nor dot

    1. the_raven

      the_raven

      Used to watch it quite a lot as a kid, but now i watch it and the humor is mostly stupid and forced. Nothing really beats the classic Looney Tunes.

  18. Ill keep updating the spoiler from the last post with the broken anims you would not believe how ridiculous this is to do. im at 10,187 working frames and i hate you all. halfway done, starting at the M's now. L's were a blast. 0_0
  19. Currently modeling on Softimage 4.2

  20. To update... so far the problem anims are I'm expecting the troubled anim count to maybe double that by the end. Not too bad I guess I would put my entire gla progress at around 30% as im going alphabetically and am ending tonight almost done with the F's. 6231 frames/ 21376. The ones that are being problems, i have an idea of how to fix those later. basically tracing the xsi's animations. The xsi files work for everything, but when you export them into fbx's and reimport as action sources these problem ones break. They all seem to break at the fact that they cant connect to something like "spine_root, spine_eff, arm_root, leg_root" etc, so the actual skeletal root nulls from when they first created the skeleton. If I dont find a solution, ill end up just importing the xsi files as "shadows" and basically just trace them frame for frame and create action sources from those. Make sense? Also... -BOTH_FORCEGRIP3 -BOTH_FORCEGRIP3THROW Those are working, but are trying to connect to a null called ZOMBIE so I don't think they'll work right once compiled without that missing null, which is obviously a motion null or something from an opponent We shall see... I'll look into those later and reference the actual XSI animation for it
  21. I just got through 6000 frames and hit this snag so far... BOTH_CHOKE2... his left leg looks to be sticking out his crotch area lol... not sure there... take a look at that one as well as the strafe_left i mentioned earlier. I also had an issue with BOTH_A7_SABERPROTECT but i fixed it easily 6231 frames good to go so far.. im going to go live for a while and maybe come back to it tonight and see what else i get. So as an update... id say some 6000 frames seem to be working perfectly and i have them all compiled as animation sources in a fbx file... not in the correct order though yet.
  22. We do, and I have tried to do exactly that before, but I'd much rather you give it a go before we call it impossible. Try strafe_left. Thats a good place to start. It's just certain navigational anims. Ill compile a list this evening, freetime granted.
  23. My only update is frustration. The few anims that dont seem to import correctly were ones carried over from JKO... and it is a very small amount, but very necessary anims. The conclusion I have come to is that the spine_root and spine_eff were omitted on compile... but necessary for importing the anims and re-exporting them. I keep trying to add my own spine_root and spine_eff but the orientation seems screwy and it just gets worse the more I tamper with it. The entire issue could be avoided if we just reanimate those few anims ourselves and move on. Anything you want to have the cloth physics would need to be rerigged to the new skeleton. Its a pretty straight forward problem with a simple solution, but every time i open up the file... i keep trying to fix the imports rather than just move on and animate them later. i could compile all the working anims in a night or so... but... it is embarrasingly simple... yet fatally tedious.
  24. ive just been working on other projects. He's ready to go the only problem is separating all of his anims in animations.cfg but to get the saber fighting system working correctly it needs to be meticulously organized and i just havent had the boredom enough to do it
×
×
  • Create New...