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Tempust85

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Posts posted by Tempust85

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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 :D

     

    @-=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?

  6. 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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