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ChalklYne

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Posts posted by ChalklYne

  1. To update... so far the problem anims are

     

     

    -BOTH_CHOKE2
    -BOTH_DEADFLOP1
    -BOTH_DEADFLOP2
    -BOTH_DEATH1
    -BOTH_DEATH14_SITUP
    -BOTH_DEATHFORWARD3
    -all dismemberment ones (but all of the anims that are only 1 frame are being like that tbh... most of them are just parts of other anims besides the face stuff and the dismember stuff)
    -all face_'s
    BOTH_GUNSIT1
    BOTH_HANGPAIN1
    BOTH_KNEES1
    BOTH_KNEES2
    BOTH_KNEES2TO1
    -all inair's
    -all force_inair's

     

     

    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

    Droidy365 and Akkarin like this
  2. 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.

  3. @@ChalklYne - do we have those JKO animations in the released animation files? If so, you could send me the list and I could try in 3dsMax to import the XSI and re-export it for you as an XSI file that Softimage can open.

    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.

  4. Any updates on the topic?

     

    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.

  5. I tried for so long to get T3 for my films... I scared away a couple modders, lol. It's interesting to see him with unique move sets, that's a nice change of pace!

    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

    ZanderNao likes this
  6. 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.

     

     

    First... replace the arms with kyles. Then... replace the torso and legs with kyles.. then.. u guessed it.. replace the head... With kyles... Youll get... youll get kyle... u see?. Then it should fit the skeleton just fine.

     

    I'm dangerously uninterested but appreciate that you thought of me. Chances are if it's already built... I won't touch it.

    Daedra likes this
  7. 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

    Akkarin likes this
  8. @@DT85

     

     

    I forgot you can import gla's now. Blender right? Well... if that's the case, you can eventually just import, then export as xsi or fbx and i can slap it in softimage and add it to the new one. Also, I figure you'd be a good person to ask...
    Weren't we talking about adding back in the toes and fingers from JKO? Then won't the conversion table be unnecessary for importing the "broken" xsi's to our new skele?

     

     

     

    Here's how this cloth sim should go IMO

     

     

     

     

    Break it down into steps

     

    -We import all raven xsi source anims to one jka skeleton. The ones that are being problematic will be noted and set aside.

     

    -After all compatible xsi's are imported and separated into clips, the problematic ones will be imported using a conversion table.

     

    -We should then have all _humanoid JKA anims separated into clips. Start organizing the clips to match base animations.cfg (no real reason why besides consistency)

     

    -After we have a fully functioning complete _humanoid FBX sorted to match animations.cfg... we upload that as a base fbx. That way people can add thier own weird bones to base whenever.

     

    -We then add in the tentacles, holsters, tails, hair, backpacks, and everything else people have been requesting and make that a separate updated JKHub base.

     

    -Import the level specific cinematic stuff to blender and export it back into softimage and add to the JKHub base.

     

    -Sit back and watch the sun rise on a grateful universe.

     

     

     

     

    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.

    Noodle likes this
  9. 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.

     

     

    Every Time I say "particular"... I think

    hKOGp2f.jpg

     

     

     

    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.

    JAWSFreelao likes this
  10. 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

    But wasn't there a T3 in one of those Kotf or MD or similar mods? :huh:

    I don't know. This thing has moves like Jagger though... I doubt theirs did
  11. @@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.

  12. And the pictures

     

     

     

    zLHuOry.jpg

     

     

     

     

    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...

     

     

     

     

     

    oGT5QzV.png

     

    So maybe we rend2 or something as well. I personally dont have the setup to test it out

     

     

     

  13. 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. 

    Wasa, DarthStiv, Alvar007 and 5 others like this
  14. 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.

  15. @@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

  16. About the animating 12000+ frames.... it's not as bad as it seems. A huge majority of those anims aren't different, just tweaks of animations.cfg. I got into a nice work flow to streamline them also. I've done every saber anim for 1 style in 1 day. What I do... and try to follow me here... I start with Tr_BL. I animate the character going from that particular saber stance to the top right... then animate the swing to the bottom left... then animate a return to the stance. Then go back to about halfway through the swing and animate a lock and a bounce back... then a win and a couple loses for the lock... then I save that as TR_BL_Set. This new set now contains a ton of anims. I'm recalling from memory... but I believe that one set will take care of s1_tr... s1_tr_bl... r1_tr_bl... lk_tr_bl... the lock... the wins and loses of the saber lock... and whatever the bounce was I forget... now... you make a "set" just like you did with Tr _Bl for each of the swing angles... i.e. t_b... tl_br... r_l... l_r... br _ tl and bl_tr... then you have a ton done. Now go through and link your tr _ bl to tl_br... then link tr _ bl to l_r and etc. Then repeat for each swing. Each swing must be animated to swap to a different angle in the beginning. These will be your t_tr _ tl or "transitions". Biggest headache is just the anims used probably once in the game. I.e. cinematic stuff. The force powers are simple.. the navigational anims are self explanitory... so before we go shooting down everyone who wishes to try to reanimate... let's be realistic. You could get a perfectly fine model even without the cinematic stuff in a few days with some knowledge of your programs animation layers or whatever. You would be hand animating like 40-50 or so anims... and breaking them down into a shit load of anims with animations.cfg... not exactly rocket science and it has been working flawlessly for me

    Wasa likes this
  17. I rebuilt it on a new skele with accurate scaling and stepped up my anims. Expect moar

     

    I really appreciate all the kind comments about the anims... but they look wonky tbh lol. I reconstructed the mesh a bit and created a new skele with custom parameter sets and real nice controls all around. I figured out the saber combat system and how it calls anims and I plan on making him a blast to duel. I looked through the code about saber swing angles in relation to dismemberment, locks and parrys, I think I can have everything looking and feeling professional except possibly the melee... but ill work something out there. All in all I only released it as a proof of concept, but if you're enjoying the progress, expect the next release to be polished and as bug less as possible. Kowakian monkey lizard is in its beginning stages, and happabore was rebuilt and is slowly gaining it's anims.

  18. Yeah ill just go back and do the textures so everyone can move past the aesthetics and we can get these anims done lol it doesnt seem like anyone is going to be able to look past it for now. Ill go repaint him but after this im done with the textures. I specifically made him easy to retexture. Ill go paint him now but then lets figure out his strafe and stuff. Also any ideas on making his weapons smaller would help. @@AshuraDX maybe i can mask off and spec some drool on his chin. Hes always glossy as hell right there XD

     

    I appreciate the comments about his shape... Ill go rerig a few areas as well to get him a little smoother.

     

    Heres an issue... Jabba normally has chong eyes. In my model... He looks more like oogie boogie man. I was hoping to do some eyelid texture on the actual ball. But it took away from his emotional range. Hence the need for the last minute eye swap i did. I think im going to have to adjust all anims to make his eyes droopier.

  19. Lmfao XD

    oh my

    Ok. Gun anim needs... Work. Lol. Ill get on that.

     

    Oversized weapons are a known issue im kicking around

     

    As for the external animation.cfg... Thats his full anim set. Use that in modview to see anims im not using at the moment and info if youd like

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