-
Posts
1,586 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by ChalklYne
-
@@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?
-
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.
-
@@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?
-
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.
-
@@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
-
@@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?
-
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
-
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
-
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.
-
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.
-
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.
-
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
-
DO YE KNOW DA WAE? (Ugandan Knuckles Meme)
ChalklYne replied to Daedra's topic in Mod Requests & Suggestions
I don't do much molesting of other people's models. Don't get me wrong... Uganda is a magical place. I create things... from here that thing looks created. I CAN however... lend some advice on how to fit that to the jka skeleton. I'm dangerously uninterested but appreciate that you thought of me. Chances are if it's already built... I won't touch it. -
Fixed the conversion stuff. Should be able to get all anims in Softimage now. So there's that. =) Sweet. So now all we gotta do is start importing, and separating into sources. Anyone willing to assist? We can just start splitting the anims up and each take a stack if you want
-
@@DT85 Here's how this cloth sim should go IMO I should just start cracking at this since I got so far last time, and since have totally forgot what I was doing. I need a refresher. It's not an impossible task for one person, but daunting indeed so maybe we end up splitting the anims among a few capable individuals and get this finally done. It would be a great way for us veteran modelers to give the community a nice update like the coders have. This combined with that rend2 Ive been seeing would be beefcake.
-
I see...are those gla's not released in the raven xsi source files?
-
@@DT85 huh when. how.
-
I can visualize what youre saying and maybe I should interject something before I accept. The reason I did a T3-M4 is the same reason I took on the Jabba model, and the Kowakian Monkey Lizard... I figured if it were a cannon Star Wars character, and we don't have them correctly represented in the game by now, that I would do my part to get that done. Id like to point that out now, as to avoid any other non-canonical requests in this particular thread. So maybe I'll go adjust the OP and we can move forward from here. That being said, because of the assumed difficulty of this model, and the fact that it slipped by my canonical rant, Ill try to take this on. Somewhere in between I'll do it. but for now I'm doing Jabba the Hutt, T3-M4, Kowakian Monkey Lizard, Klattooine Paddy Frog. I'd like to attempt animating a General Grievous, but dont want to take the time out to model him right now... I'll think about it. So let's keep it cannonical from now on plz. @@hhunter6 The Vorkskr looks interesting, but the Kell Dragon I cant really tell which is which. Every picture of it looks different. Could we post reference pics in spoilers of future requests? What are we, savages? Ill go adjust the OP right now laying some rules for requesting and this will go smoother.
-
I'll go edit the request thread about this model real quick to make a point as to why I did it.
-
Smells like glue. I was going to bug @@AshuraDX for his Substance PBR conversion workflow, but decided winging it with little effort, and depending on someone else to fix my problems as I cast it out into the world like an abandoned infant, would be more conducive to my happiness, and I find your candor disturbing. I'll either turn a blind eye and leave it as is, because I got style... or, I'll go bug Ashuradx for his Substance export method now that someone has called me out on it lol. Ashuradx doesn't just give away his secrets... they must be extracted. And to answer your I don't know. This thing has moves like Jagger though... I doubt theirs did
-
@@Droidy365 I appreciate the reminder. Heres the issues i have with gleam eyes... And if we can come to some sort of compromise than ill take it on since you were so patient. Issue 1- Dog legs. Dog legs wont work well with base ja skeleton... And i wouldnt want to have to make an entire anim set over something trivial like that. Any ideas? I could maje you a custom rig for it... And send it back to you to animate in Dragon or whatever if youd like. Issue 2- Tails. Tails dont work well with base either... Id give the same suggestion in regards to a custom skele and you animating it in Dragon. If you dont really care how the legs deform, or about the static tail just kinda stuck to his butt... Then i can just build one and rig it to base... If you want quality its going to take quite a bit of effort from one of us and my slate is full for a few weeks. LMK what you think.
-
And the pictures Accuracy is off here and there on the textures... but in the right hands this thing could look nice. I got all the bumps and stuff for it...
-
I thought there was a request for this? Now I cant find it and had to start a new thread =( False. I found it... but... it was locked. "What character should DT Make for Jedi Academy" thread... first page... tenth request down. That one. I'd like to quote that post from 2012 please. I's in here at 4 am resurrecting your posts @@MagSul https://youtu.be/_gKlhAXDn28 At the moment he has all his blocks, locks, bounces, things just kinda smashed into one, but it'll separate nicely when I'm done. This guy was animated with a full saber system and a couple other goodies not shown here. He will be cool =) I'd release him now if I could figure out the bending while looking thing. I think it's tag related because I haven't given him any real tags yet. We shall see. For now, Heres what I got. I'll be switching between this and jabba so I can really get a good feel for custom saber sets. As always I'm sure he could use a better texture and shader... but I never really get those how I like them and it takes forever, theres better texture artists than me here who can purdy her up. Plus, the refs on this guy were simply abysmal.
-
Coding would be just a huge mess for something we can accomplish with base jasp and jamp... which is always the better option in my experience. From what I recall... the only anims that are screwed are the ones they copied over from JO. So... navigational anims basically... walking, strafing, etc. The cinematic stuff and saber stuff should be fine. So... we get the working ones going and then worry about the conversion table for the cloned ones from JO. I'll look into it soon.
-
@@DT85 I got so close with that... but after 30 or so anims I ran into a bump because of I believe an improper conversion table for the extra bones. If I were to rally some assistance in setting up said conversion table I'd like to possibly contribute to this cause. I say screw the tits and stuff for now and let's just get a complete fbx of the original jka skele fully animated. Then adding tracks for the tits will be a breeze. Could even just use nulls constrained to skeleton "tails" and not have to and animate any of them... the tails will animate with the inertia and you key the nulls that follow. Seems silly we don't have this fbx yet