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Posts posted by ooeJack
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That looks great, Dark_Cuillere! Good model and the textures are great, too. So much added detail with some well executed texture work. Nicely done. Keep it up!
ooeJack
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Heya mate, welcome back. I hope you're enjoying your return so far. I hope to catch ya around the forum and seeing any potential things from you!
Have a good one!
ooeJack
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Heya Effacer.
I'm no audio person, so I can't help you out here unfortunately. But I did want to reply to you saying this Kylo Ren impersonation is phenomenal! Pretty much spot on. Well done!!
ooeJack
Effacer likes this -
Hiya cocco1960.
A part of rigging is called Weight Painting. Weight Painting is where you tell the mesh of your character how it should move and how it should be affected by certain bones in the skeleton. This does take a lot of time and skill to get right. There is an option in Blender (and I'm sure in Max) that does the weight painting automatically based on what mesh is closest to what bone in the JKA skeleton. You might get lucky and have that do the weight painting to an adequate standard, but you'll still need to fine tune it to get it exactly how you want. For example, vertices in your character can only be affected by 4 bones maximum, automatic weight paining in Blender may add more, so then that's just even more fine tuning you'd have to do, and check to see if it's added more than 4 bones to a vertex.
With your very limited free time, this may be the best option for you if nobody can help. But even me opening Blender just now to see how it works with my character. I mean, it does get the body moving with the bones, but some parts are extremely bad, and would require as much work as if doing it from scratch would to fix it. But that's what I mean before that you might get lucky and have the automatic weight painting do an ok job of it.
Good luck, mate.
ooeJack
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Heya Redemption.
I'm glad you got your neck issue sorted.
With your 2nd issue here, the parts of the model which are see through are simply not facing the right way.
Check out this thread here: https://jkhub.org/topic/9801-bug-a-part-of-my-frankenstein-appears-hollow/
It's the same issue as yours.
Good luck!
ooeJack
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Heya Redemption.
If it's fine when it's straight (bones not in any animation) and then not fine when the character is moving his head around and animating, it's a weight painting issue. Double check that you've got your weight painting correct between the head and the neck where the vertices join.
ooeJack
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Well. A mate and I couldn't find anything in Icarus that would help out. The head-tracking-player movement is quite close to what I need actually. But instead of the head bones moving to follow a player, and instead of another player needed to be in range for the head to follow, it would be just an object moving to follow another object with a locked rotation which would always be in range and always working.I wanna work on IG-88 based off Ryan Valle's Art: https://img00.deviantart.net/9654/i/2017/119/b/4/ig_88_by_r_valle-d8fi8oh.jpgIf I'm understanding it correctly, looking at Ryan Valle's art, when IG-88 would be doing a walking cycle animation, then his cylindrical shoulder would be spinning so that the arm would always remain in the slot (in the shoulder). When IG-88 would be putting his arms up, or aiming his gun etc., when his arms would move, the shoulder would spin accordingly so that his arm can actually move to the position he wanted.So looking at IG-88's shoulder, I made a quick example just to see how it would look/work: https://jkhub.org/images/bYlBv8N.gifvThis is essentially what I want to get working in-game, but it doesn't seem like I can so far.
Was the head tracking movement done in Icarus? Am I missing something in Icarus that could actually help? Is there anything else I can try?
I really appreciate your guys's help!ooeJack
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I'll have a look at Icarus, thanks fellas. I hope I can find what I need.
ooeJack
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Heya guys!Is there a way for constraints that are enabled on an object to work in-game? I want to work on this character which would utilise a 'Look At' / 'Locked Track' constraint that would look awesome if it worked.In the test below, I've pointed the constraint to look at the hand region. I've tried pointing it to the hand model, hand bones, and the tag located at the hand, but no version seems to want to work in-game.Is there anything I can do to get this to work?Any help would be greatly appreciated! <3Thanks!ooeJack
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Heya tompa9.
I had a similar issue when I wanted to normal map my character. If you're using JKA without rend2, then it won't be possible to have a proper normal map on your character, but if you don't have/want rend2, then check out this thread, https://jkhub.org/topic/8692-normal-maps-for-player-models/ which goes about applying a normal map without requiring any addons for JKA.
The 'Best Answer' there will show you what's up. But just a note on the 'Best Answer', you may have to adjust which colour channels you use. Green (70% Opacity) + Blue (30% Opacity Multiplied) did not look good for me when I tried it, however, Blue (70% Opacity) + Red (30% Opacity Multiplied) did.
Hope this helps.
Good luck!
ooeJack
Tompa9 likes this -
I also recall seeing in a different thread about this problem people talking about 1 of the JKA SDK tools, carcass. In the blender pipeline, we don't use them. But I remember reading that there was some smoothing options there... I can't seem to access carcass at the moment though.
ooeJack
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I've tried an addon for Blender called Blend4Web, which states that using this addon, you can change the normals on your mesh manually. I've tested this, and while it does actually edit the edge normals according to Blender, the vertex normals stay the same. The vertex normals are the ones that need to change.
https://jkhub.org/images/2lOl4ef.png
Select a segment, go to edit mode, and open the side panel that's on the right hand side of the 3D view. Find in there a subsection called 'Mesh Display', and there you can toggle the vertex normals. As you can see in the above image, along the seam, there are 2 vertex normals pointing in different directions. That's what's causing the normal seam. If we can get those vertex normals to be like the rest (just 1, or both pointing in the exact same direction), it should be fixed.
ooeJack
Arth likes this -
... I know that doing a sculpt for a game like JKA isn't the best place to do it ...
Turns out I was quite wrong. I wasn't 100% sure about it at the time, but now that I've finished my first character for JKA, sculpting is great for it! Sculpting all of the extra detail and rendering the normal and ambient occlusion maps in Blender has garnered great results that I know I wouldn't have been able to achieve just by using Photoshop. Thanks to everybody here for helping me out with the issue.If you'd like to see what all this was going towards, check out my 'Darksiders II - Death' player model for JKA here: https://jkhub.org/files/file/3258-darksiders-ii-death/Cheers!ooeJack -
Welp. nvm.After I posted this, I went to my file submission to add this link to it so that people can check out the discussion topic from the file if they wanted to, but when I did that, the file's gone down again and is awaiting approval.Sorry about that.Edit: Death has been approved again. Thanks mods!!
Check him out using the link above.
ooeJack
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Hey guys!This is my very first player model for JKA. Death from Darksiders II.Any discussion and bugs etc. can be posted here.I hope you guys like it!ooeJack
username666, Arth and Smoo like this -
hehe. Welcome.
Merek, OobidoobBenubi and Smoo like this -
Hey mate. Welcome!
ooeJack
OobidoobBenubi likes this -
Welcome Arth mate!!
:D
ooeJack
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Heya IFailedEnglish.
Good to hear you've figured it out! I'm not sure if there are any other threads in there which ask and fix any particle issues, so it would be great if you give us a quick reply on what your problem was, and how you fixed it out.
Good luck with your modding!
ooeJack
IFailedEnglish likes this -
Heya GPChannel.
Yea mate, I'm not sure about this. I've had a couple other mates have similar issues with this. I do not know how it works. The texture file seems to be transparent like that OR missing entirely, but it works in-game. Sorry I can't be of much help. Hopefully somebody else knows the answer.
Good luck!
ooeJack
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I still don't get what you mean, man.
Are you talking about transparency?
Show us some screenshots/images. It will help us understand.
ooeJack
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Heya GPChannel.
I'm sorry dude, I don't quite understand the question. Do you mean that while in-game you can change the colour to be anything in the RGB spectrum in the profile settings?
ooeJack
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Jedi's Home 3! Nice man. I'm sorry to say I don't know anything about map making. But hopefully you can get some help from other talented mappers here.
Good luck!
ooeJack
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Hiya Teancum.
When you rename the object, also check under the 'Object' option to the right, scroll all the way down and make sure the G2 Properties have different names for each object. That might be the issue.
Good luck.
ooeJack
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