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Everything posted by ChalklYne
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ill be honest i didnt think it was gunna work first time lol. so what i did was, i took i beleive this is minis skele, i added a small anim to it. then copied the skele, then added nulls and a tail for constraints... ran the anim and bam ponytail started "animating" itself. u can see how it goes into his neck and just all kinds of horrible things right now cuz i literally spent 5 minutes on it... but... u could imagine what a full day or two or maybe a week could do for us. http://www.youtube.com/watch?v=5_vy2jnw-Tw&feature=youtu.be this opens up a huge possibility. now we can import the custom xsi with all the anims.. lets call this _humanoid.xsi to eliminate any more confusion... u could take the custom _humanoid.xsi that im proposing we create, and add things to it like grievous's extra 2 arms... and the entire model will be pre-animated all u will have to do is go back through it all and move the new arms how u saw fit. which, granted is a decent amount of work... but the benefits far outweigh the work. as before if you made a custom skele u were reanimating the whole thing. this technique just fixed my kazdan =) now i just need a torguta model, with a tail =) and furlows, and a cape, and holsters, and a ponytail to test it on lmao thats one ugly jedi
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well, in xsi... all id really have to do is make 2 exact same skeles, off of the humanoidbasemoderlsandanims file or whatever it is. then take one skele, add what i want as nulls. then constrain those nulls with things like tails and spines and stuff. then motor the anims from the "base" skele, over to the new one... it would not care about the extra nulls. but, when u play the nimation, the constraints will cause the nulls to move accordingly, thus, making it already animated. all you have to do is go back through it and tweak it here and there. which would be the most time consuming part. which mini posted previously, but, also, if we constrained the nulls correctly and set the stiffnesses all correctly and made sure our IK was good, it shouldnt have to be tweaked very much at all. if anything, just the cape and furlows for clipping into the legs here and there. someone rather familiar with xsi could set up the rig in maybe a day or two... its just weaking the nulls would take a hot little minute. but soooooo worth it imo. also... if we did that, while were going thru tweaking the nulls, we could also improve the normal anims by constraints/ bounding planes/etc. but... u are prolly right the last thing i posted about just adding nulls to pre animated skeles prolly wont work. but the way i just explained, while still a theory until i google a bit and pick a few more brains, is totally do-able. next time im bored, ill set up a simple stick figure rig, and do exactly what i just said and will be back with the test results
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i dunno. i think its a lot of time either way. either for the coders to implement something like that, or, for the animators to doble check and tweak it. but thanx for the motor-gator clear up. sounds like a damn good idea tho. i could make the skele, but i would need an idea of everything needed first like what kind of nulls would b needed for a great jka skele with cloth, tails, and everything else explained earlier. after i rig starkiller ill try and import all of the xsi's to make one nice humanoid.gla and see what i can do it reallly seems like it should work but, i would need a test model, or two. something like vader for the cape, shaak ti for the torguta things, something with a tail, etc to test n see if the anim went correctly. thx for the clearup mini
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naw youd have to essentially make a custom skele, which in turn would break your gla cuz it doesnt have the rotation n trannslation keys for the new bones in the old _humanoid.gla just the regulare bones. well youd have to add in nulls, and put them into the heirarchy as bones so the information exported with your gla. not for every character. just for the one using that skele. now granted, u can make one ultimate custom skele with cape cloth nulls, furlow nulls, twilek and torguta tail nulls, tail nulls, swaying holster, ponytails, etc, u can add all of those into a skele for jka, animate it like i said with tails and such constraining the nulls but not in the heirarchy, then if u reanimated that entire skele... it would be something to marvel over. im willing to make the skele but certainly not animate the whole thing lol if we hacked away at it tho we could pull it off sooooo much simpler. this is what i been thinking... take the raven basemodelsandanims file... import all the anims into xsi until u have u a full base _humanoid.gla of anims, but in xsi format, simple... then and now were getting into something i dont know too much about maybe we can get mini or corto to help out here.. but then take the full animation, and convert it to maybe i dunno mocap? or something. something like gator but for anims... then, have u an exact copy of that skele, but with the nulls u want added to it, then convert that animation data back to the new skele, run the anims, and it will animate the cloth and what not for u. export that and youd have a new base gla and skele we could all use to rig to and what not. and u wouldnt have to reanimate anything but a few frames here n there where the cloth n stuff didnt work right. this route would completely eliminate dragon tho for it doesnt import the constrain info cuz u cant export it in the root.xsi... did that make any sense? or if that is a fail, how does xsi like u adding nulls to already animated skeles?
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well, in xsi, i would constrain the nulls for the cloth to tails or whatever i needed and let them animate freely, then id have to go through the walk cycles and looped stuff manually and manually make it seemless. u can make really nice really decent faked cloth physics, but youd have to reanimate every animation for that character.
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what model do u have that needs cloth physics so badly? ive seen it faked fairly well for most necessary cloth applications i mean whats the big issue yer having or do u have a model yer working on that yer worried about cloth deformation? or is this more just kinda like "hey somebody spend weeks coding something so i can see capes sway better" kinda deal? no worries if it is im just asking cuz if its actually for anything u need right now i can probably help u get it to work fairly well for now.
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http://www.youtube.com/watch?v=tSnHDQSz4Tg
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ill work on that tonight then. been spending a lot of time swapping between models and this map ill post more pics when i get shaders figured out
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well im already pushin 6000 tris so im kinda already blowing the mark as it is.. but then again.. i dont see it taking up much more verts so hell i dunno. the armpits look weird right now so i dunno i might go into it. heres some hands i just made for it. still tweaking em but figured since i was posting might as well. im done with geometry now, just deleting edge loops here n there n trying to save as much as possible n get it under 6000 EDIT: smaller eyes... poutier lips..
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update on the painted version
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yeah this is like an hour worth of hand painting it. ill keep the previous cuz i know it looks decent, but im still gunna hand paint it as well
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even tho that version earlier today looked real decent, it had a lot of problems so i pretty much had to start over. when i rigged him and tested his facial deformations he looked blocky. so i reworked his topo as u saw in the last post. then i didnt like the texture cuz its pretty much like 25% photosourced cuz thats a good way to get the basics down in zbrush by overlaying the roto images and going from there. repainting over it as a guideline. which i did. and i wanted to hand paint it instead and see where i could get. so i reworked the mesh, re-uv mapped it, and spent maybe the past hour painting this so far. hey mini... u see those 3 instances of 5poles i threw in there in the previous post? thx man
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http://www.youtube.com/user/sithjculley?feature=watch sjc's youtube^ http://jediknight3.filefront.com/file/;36781 this wont work cuz u want a map model right?shouldnt b toohard to import the glm and convert to md3 maybe 20 minutes in milkshape or gmax or something right? then in between u can scale it how u want. maybe his was just brushwork hence the textures and no model i dunno
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i said screw it and reworked the topo speaking of which whomever knows a bit about shaders PM me so i can wrap up this part of the map
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good call thx bro
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i apologize for the lack of updates i been working on a map and map objects for this mod the nose is still a bit screwy but ive got some things to do ill come back to it i spent some time watching a witwer interview and just kinda modelled in realtime i guess u would say while watching it. i think it helped a lot with catching him from different angles and catching a lotta screw ups i would post a few pics of the map, but im having a problem combining a diff, spec, env, and glow stage all into 1 shader. the blend modes r screwing with me.
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whys james cryin?
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start from scratch
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lmao i care! i do
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since he was a muun id say the average muun height. 1.9 meters thats a cool ass pic of him n palpatine tho itd be cool to have him, Darth Bane, and Ajunta Pall could u imagine the edge loops on that front facing pic?
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can somebody model this head im burnt out on heads atm...
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didnt think i was being dooshy in return. water under the bridge my friend. its just not gunna happen i move too damn fast i think too much i type right when it comes to mind and if im holding shift and doublwe spaceing and worrying about my spelling im more likely to lose my train of thought about the point im trying to get across. how does savage die btw? i been needing an extra character for my tfu'esque mod im doing. and i didnt want him to have anything to do with tfu but be dead around the time of tfu. maybe ill research a bit and come back to ya about it. EDIT: how oppress dies