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Posts posted by Tempust85
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Ok, no idea what happened but it's now ouputting postion data in the XSI. Now it just seems as though carcass doesn't like it when you add bones that you want to have position data. :\
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I have no idea what's going on. I make a test in a new scene and it ouputs postion data. I create a new dummy in my custom skeleton scene and that new dummy won't move either so I dunno what's going on. :S
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The only thing I can see that's different is you have face_always_ linked to a biped head, where mine is apart of the standard JO skeleton nulls.
I got your email, looking at it now.
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I haven't made any packs or pauldrons yet, this is the base model. It's not long been made for Battlecry, and I haven't had alot of time to get more parts on him. And no, 95% not mirrored (bottom of the shoes are).
May not even be able to use it without a full overhaul, due to the tri count being 12,000 lol.
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The dummies have nothing special done to them. The root (ie pelvis) will move, it's only the children that won't.
Tried a fresh import of the JO skeleton in Max 8 and still the same result as in Max 2011 with my skeleton.
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Loving this, it's a nice change from the sci-fi stuff from JKA.
I'd love to see a village with a real moving sun and a day/night cycle. Please someone code this in one day.
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Rofl, and does that also say 25% tax? o.o
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That is with normal mapping mind you, but I can bake the details in. Let me know if you want it.
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This is why the custom GLA I'm making will be uploaded as a mod for JKA and won't be distributed with any other project. It will be upto the player if they wish to download it and use it but of course if they don't, then they won't have any character animations. Price to pay for a large amount of animations to remake and not enough people to do it.
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Horatio Culver and Barricade24 like this
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They are dummies/nulls.
I did the tests, and nothing moves in the XSI viewer either.
The facial nulls are linked to face_always_. The root of the skeleton still moves, it's just any of the children won't and will only rotate.
Happens in both plugins, so it's not exclusive to R2.
I just need a "writeNullPosData" or something of the like for nulls.
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Hey yall, I saw some mention about ghoul2 animating on here! I know how to animate for jk3 using Wudan's Dragon & GLAmerge and editing the animation.cfg / _humanoid.gla files. I really want to animate a Bo Staff style that would be similiar to how Chinese ppl use a Bo Staff. I thought at first this would be too overpowered so I figured a slight knockback effect could be incorperated. I dont know how to mod saber hilts to do that though, but I do know it's possible to add slight knockback to a saber! Lemme knowwwww if yall want me on your team
@-=Shade=-
The only way you can use Dragon is when the custom GLA is ready, and if Dragon can use the custom GLA. AFAIK, it can't?
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I hope there's enough burial plots, they are about to all be filled rofl.
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Although the model is kinda bad, EP2 Obi-wan could be reskinned for this.
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For some reason, no position data gets written out for my face nulls only rotation data.
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Toshi's Luke should be able to be reskinned for this though I don't have a link.
krkarr likes this -
Are there any decent and to be taken seriously concepts of this guy? Would be fun to sculpt that's for sure.
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Lol, well that's a common feature in games today so many gamers shouldn't care IMO.
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Replacing SI_IK_Joint with SI_Null in notepad allows root.xsi to import. However, the bones are not at proper angles and there are duplicates.
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Damn, that looks better than base JKA's graphics for some reason...
Futuza likes this -
For those of YOU who are reading this and know about modding for MP, then please think about helping out ol' Chalk. It's been a while since a decent TC has been released, so please help out to make this one.
ChalklYne likes this -
It's the "SI_IK_Joint" in the root.xsi file that stops it, removing this block allows it to proceed to the next bone. Also, I'm getting duplicates as I do in 3ds Max.
Version 3.0 doesn't write out IK joints but I can't seem to export a 3.5 file from Mod Tool as it keeps telling me function not supported. :\
Seems to me that XSI can export out 3.5 files with IK joints, but not import them.
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Is it possible to edit the importer for xsi? I need to do more tests but I think I may know what part of the file its stopping on.
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Some animations such as root.xsi (found in the animation source files pack) won't import for me in Mod Tool, not sure if I'm doing something wrong.
Fixing the dotXSI 3.0 Exporter for 3ds Max...
in WIPs, Teasers & Releases
Posted
I had another look, and it was outputting position data the whole time only I was expecting bigger changes in the XSI file. Staring at something all day long will do this. :\
It seems carcass doesn't like to include any position data for added bones (bones that do not exist in any of the base JKA animations), only rotation. So looks like I'm going to have to use GLAMerge to get my new facial animations in, oh well lol.