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DT.

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Everything posted by DT.

  1. VirtualDub will do it, just change the compression settings to uncompressed.
  2. Yeah, two kids. Girl is almost 4, and boy is 8 months. No way in hell is there going to be an Xbox One in the house, won't risk it.
  3. PSN in the past years has been crappier in quality compared to XBLive. I have no idea how it is today, but it certainly sounds like it's better/going to get better with the release of the PS4.
  4. Good notice for us parents:
  5. Only problem with buying electronics from overseas is the voltage, plug adaptors are easy enough to get. AUS runs on 240, and not everything from overseas has AUS voltage compatibility. If the US PS4 did have this, by the time I got it here it would have probably cost me the same amount when adding postage.
  6. Yeah Terminator 5!

  7. I'd say "writeBipedPosData", that way it pertains to anything biped.
  8. Xbox One bought it, and bought it good during Sony's press conference @ E3 2013.
  9. Well, if the figures are right then it AGAIN sucks to be an Australian gamer. While the US gets the PS4 at $399, we in Australia will have to pay $549. The Xbox One is sitting at $599. Aside from the pricing, I'm going to get a PS4. Concerning paying to play online, $5 (US) is pretty good when you think about what else you get on the PSN. I see no downside at alll to it. Heck, I've paid more for SWTOR & WoW subs. Microsoft, you got no chance. The crowd at Sony's press conference roared a few times about the features.
  10. Good idea, let me know how you want me to go about setting this up.
  11. @ Minilogoguy18 Keshire only needed to use a biped as a shadow rig because the biped bone pivots didn't match the ones Raven made. This is a completely new rig, so why use the biped as a shadow rig when the game will accept the biped as-is? Doesn't make anything easier in this case & will just clog up the scene file. Sure, I could make my own but I don't want to spend hours creating numerous control objects and setting them up when biped works perfectly fine. I'm running tests with this rig in modview, to make sure it's viable. XSI might be different with their preset rigs, but Max's biped works in games with no issues provided you know what you're doing and you set it up with the game in mind. This certainly isn't my first time. Biped starts off as a preset, then you customise it to how you want. I 'spawned' the biped, then I: - defined how many spine bones - defined how many fingers & segments - defined how many toes - defined what twist bones there will be - resized - reposed - created facial bones, face_always_ & tag bones using the Xtras tab I created Max bones for the breasts & ponytail as they aren't directly animated. @ Archangel Actually, this is pure biped (minus ponytail and breasts). The one you're thinking of is the JKA rig I was remaking.
  12. Ok, it causes no problems but doesn't give me any position data. :\ You should be able to access the Xtra bones individually, they are grouped as 'Xtras' even after you leave structure mode. Btw what is wrong with making all biped bones have position data? I never understood that.
  13. Using 2011 with your latest 2010 plugin (R1). I add the new bones under the 'Xtras' tab when in 'structure mode;, then set the face_always_ as the parent. Checking biped bones as Max bones can make the biped bones not behave as they should. I'll try it on the face (xtra) bones, as I've only tried it on the arms & legs in the past. I'll get back to you on this.
  14. They are actual biped Xtra bones, not Max bones or dummies. I wanted them to be part of the biped so I can easily save out the animations to a .bip file for others, rather than having to save each and every max file.
  15. Ok, now my facial biped bones won't output position keys.
  16. These, I recommend making them less sharp. Hmm, play around with the color of it (maybe a lighter color) and the intensity of the shadowing. A suggestion for the galvanised look, keep it but make it alot more larger than so small.
  17. My thoughts: - what's with the galvanised look of most things? - the two large vertical boxes shouldn't have any beveling like the original - edges look too sharp, try smoothing them just a tad for a more realistic look - the knobs don't look real enough for my liking, try toning down the highlights/shadows - the blue boxes look more like clouds rather than buttons with a small amount of glossy shine on them - highlights for the center box with the lever-like thing are too much, tone them down a bit - that grey circle in a box thing below the center box looks unfinished 1024x1024 is too big for a small switch IMO, 512x512 would do it nicely
  18. Yeah, alot better than the flex. Speaking of which, the flex for the ponytail has now decided to swing violently to one side and jolt (inside Max). :\ The run animation has been cleaned up alot though. I have loads of reference for various animations that I've been collecting over the years since I started animations for Star Wars The New Era.
  19. Trying the R1 now, thanks. Flex didn't work for what I wanted, so I'm using spring. Doesn't matter though, as I collapse everything before export. EDIT: Nice work Archangel! I don't even need to collapse anything, it exports as-is! Brilliant, all fixed now!
  20. As I mentioned in another thread, I'm having no position keys written out for my jiggling breast bones. I have collapsed the bone to turn the jiggling into keys, but it still won't export out position keys. The breast bones are Max bones (tried with dummies and still no go) linked to the biped's spine 2 bone. Rotations work.
  21. Close to finalising the new skeleton

  22. Yeah, my fault with the Luke from Toshi. I was testing it for him (maybe others too, dunno) back in the day and I don't think I did dual sabers lol.
  23. I'd rather just have what software was used with the version number. I did run some tests with Mod Tool and it does output the exact same SRT & Basepose data as an original xsi file from Raven. While this exporter (and Raven's for that matter) does output good basepose data, it still doesn't EXACTLY match up to what Mod Tool would output. Mod Tool I know grabs its basepose from weighted objects.
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