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ChalklYne

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Everything posted by ChalklYne

  1. 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.
  2. 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
  3. @@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.
  4. I see...are those gla's not released in the raven xsi source files?
  5. 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.
  6. I'll go edit the request thread about this model real quick to make a point as to why I did it.
  7. 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
  8. @@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.
  9. 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...
  10. 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.
  11. 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.
  12. @@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
  13. 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
  14. 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.
  15. 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.
  16. 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
  17. Ok. Ill adjust his tag bone in the jump. The walk I was thinking if making a couple different ones and letting people decide because theres a few that would work besides what i made. As for the alphagen who knows lol. I wasnt focused on the shader i just copy and pasted something from base. As for the huge hilt... I dont know how im going to fix that yet. I modeled him and animated him too small. Way too small. I didnt even look at a reference tag or anything because i figured the scale option would back me up. It was... Misleading. Maybe i made the tag too big? Maybe too small? Its... Being worked on lol Things i noticed that i could use some help on fixing... Look at his strafe. His stomache rips. Like his tags are being used in the strafe code or something. I have a way to fix it, but was hoping his strafe animation would be used for strafe lol for some reason he has a strafe anim but the game prefers to bend him at the hips. Look at his saberthrow. He has a throw anim... But its not being used? Look at his top to bottom saber swing. Why is it only loading half the anim? I didnt give him a right to left swing yet btw. The saber special. What all are we looking for exactly? Im planning on doing a bunch of dialogue next. Talking and just conversational gesturing. Anything i should do in specific? If the aesthetics are holding you all up ill just spend some time on texturing and shaders and clipping... I was more focused on getting the anim set built and getting him bugless before i went there.
  18. Since we're being honest... I need to re rig his hands... A couple fat bones arent blended enough... I skipped the rigging and capping process for now and went straight into animating. I figured if the anims weren't going to work then the mod was a bust, i slowly touch up rigging as im going... But im basically just focused on the anims at the moment. The shaders, textures, anything cosmetic was basically sped past. Take a look at the extra animations.cfg file which just plays all of his current anims in ModView. What else should we add and which ones are too derpy?
  19. I animate him on his throne so i can release the throne prefab with it. He has an animated hookah =) http://imgur.com/gallery/HgL5VJR
  20. Pending approval. I was working without the eye texture... But i slapped one in there quickly so you didnt have to. Id just disregard all texturing and focus on the anims for now. Hes just so clunky. We will discuss it after you see what i mean. It just needs meticulous tampering i guess. This is the second set of anims ive done for him. I plan on keeping it going until i have a set that works nicely. Try it out and lets discuss hitboxes and what anims he needs to qualify as a decent player model
  21. Version Beta

    957 downloads

    A beta version of a Jabba player model for discussion purposes.
  22. Yeah so I cant get internet out where i live besides a little bit intermittently on my phone so im still working on posting progress videos which jabba really deserves. I think posting a few screenies maybe wouldnt do it justice so im just uploading what we might call a beta version today. You guys tgen post videos or screenies if it in areas that beed discussion, which is a lot btw. But its been a long time of no posts so ill just get him out and that will advance the conversation smoothly as to what all he needs. If he were just a jabba doing jabba shit it wouldnt be that hard but i want him fighting and what not. The melee is fucked. The left side tries to mirror the right side which i was unaware of when i started. Should be simple to fix now that i know the mistake lies in the symmetry of the fighting pose. So things like that we will discuss after we get it circulating and people can see from all angles. Textures pretty not jabba but whatevs im not going to stress it retexture him someone who textures more frequently than myself. Ill go figure out this upload now and hope to have him up soon. You guys post pics n stuff my internets hindered
  23. So custom rig.. bolt_r_hand is weighed to a rhang_tag_bone and all heriarchy us identical to jkas naming wise. Saber blade wont show up

    1. Show previous comments  2 more
    2. DT.

      DT.

      Is the final name for 'bolt_r_hand' '*r_hand'?

    3. DT.

      DT.

      Using 'bolt_' only works for running things through carcass

    4. ChalklYne

      ChalklYne

      Yeah it was the _humanoid thing. Weirdest thing. Thanks Ashura

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