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Everything posted by Tempust85
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Will need more rend2.
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What about chompers? I haven't added any tags yet. I suppose bolt_mouth would work.
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It loops well, just ignore any jitter you see: https://www.dropbox.com/s/rqaahiijo8ttoec/both_walk1.avi 30 frames, both_walk1
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Nope, it looks fine in Max but seems to bork itself when in modview. EDIT: For some reason, it wanted the UV's tweaked lol. Fixed now, onto animating.
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Ok so now a small issue in modview: Not sure what happened.
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Just some testing within 3ds Max: I conformed the lower poly mesh to the first subdivision, while adding a few loops here and there. So this has tail bones, spine bones, side fin bones and a head bone along with a jaw bone. Going to see how annoying it will be to get a CAT rig into JKA, then I'll worry about actual animations.
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Had to make a custom CAT rig, there wasn't any shark/fish presets.
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Whichever is the game-ready one.
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Need a tutorial here on JKHub.
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Should be able to start this today. Thanks to @@Archangel35757 I can use 2014's version of CAT rigs.
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Should get boothand to make a humanoid shark like he did with dat horse.
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Shouldn't be anywhere near that bad.
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He has an infiltrator outfit, guess I could just port that model as-is. Toshi said I can do what I want with his stuff lol.
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Nude Arnie running around with a saber + taunts? rofl! If this were source engine, I'd give his schwartzie jiggle bones.
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Isn't that Mac only or something that it works?
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What if Obi-Wan used Force speed to save Qui-Gon?
Tempust85 replied to CaptainCrazy's topic in Art, Media & Technology
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Save the 2011 file as 2010, @@Boothand
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Give them force jump and it'll be kinda like that.
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Should be on this in a few days, please try and be sure the mesh is complete at least by then if possible.
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Picture of the week.
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Really? Hmmm. Well they first made it so you had to have an account, then they capped how many images you can have for free which blows.
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It could be an issue per-player-model, as you can adjust tag positions when creating a character. Could also be an anomaly with some animations where the tag bones jitter, but I'm just providing ideas at the moment.
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I still think you should just make your own facial bone set, rather than using what's in the JO skeleton. But since I doubt you will: - Use 1 bone per mouth corner, having 2 bones there wouldn't give any benefit. - I don't know about you, but I can't move the tip of my nose so ditch that one.