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Everything posted by Archangel35757
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Star Wars Episode VIII Discussion
Archangel35757 replied to NumberWan's topic in Star Wars Franchise Discussions
@@Cerez -- I disagree... I still think Rey is Luke's daughter-- by Mara Jade (or whoever they name her). I believe Mara Jade and Rey were being pursued by Kylo Ren and the Knights. Mara stuck Rey on Jakku... or it could even have been Ben Solo who dropped her off (having a soft spot for his 1st cousin. Regardless... when Kylo reached out for Luke's saber in the snow and then Rey reached out for it-- it came to her (the rightful heir) because Kylo is Leia's child. If it had been Han's daughter he would have had a huge human reaction (if they thought she was dead)... but his reaction seemed appropriate for a neice whose identity he wanted to protect. -
Star Wars Episode VIII Discussion
Archangel35757 replied to NumberWan's topic in Star Wars Franchise Discussions
this replication of the original trilogy is pathetic. Do these people not have any creative ability to do something unique and different? Oh wait... they got the director of "Loopers" doing this one. Maybe Luke "loops" back and kills himself on Tatooine saying, "...I should have died with Uncle Owen and Aunt Beru!" -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
Maybe @@SomaZ (or one of the other Rend2 tinkerers...) could bring in the latest PBR updates from ioQuake3 into Rend2? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Yes, I know how to rig, and I know what a shadow rig is, and a C.G. Root Rig, etc. Dumb?! I don't appreciate your condescending attitude... ...and I am intimately familiar with the SI Templates that get generated, how they get generated, and exported in and by the 3ds Max dotXSI 3.0 exporter-- and they compile perfectly fine in Carcass v2.2. Currently the animations get baked, plotted onto the Dummy (Null) helpers; and currently the CS Biped does not get exported. Yesterday, @@Psyk0Sith and I did some experimentations, on exporting the CS Biped directly to which he skinned Gorc. I am quite able to "plot" the CS Biped bone transform data into the SI Templates and write that onto the Nulls-- if I needed to make any code changes. But In fact it already works... I just need to tweak the exporter code so that position data gets plotted onto the Pelvis, so that the root Biped node (Bip01) can be ignored during an "Export-Selected" job. Why do this? Because many people are not riggers. @@Psyk0Sith asked if this was possible? And I said yes, it is possible... I believe the tests he and I did yesterday have proven the concept. He was able to rename the CS Biped bones to the game bone names as well as re-parent/re-structure some of the bone relationships within the CS Biped. He said it exported fine and the retargeted BIP animation played fine. So, why force an artist like himself to learn rigging (yes, I know it is easy for you and you do it in your sleep...) when he is quite comfortable using CS Biped (which is capable of creating both FK/IK and Reactor/MassFX simulations)? CS Biped and CAT are sufficient tools for animating (I don't care to argue their merits or shortcomings with you). And you CAN add new controllers to a CS Biped and even augment it with Max Bones-- and you can skin to them to! ...The only potential issue would be the matter of the torso pitch/yaw hard-coded angles @@DT85 mentioned earlier. If it required a lot of re-working of the exporter code, I'd say forget it... but if it can work with only changes to a few lines of code, then I see no harm it making this an option for some artists. If in the end this idea works, I see no reason to put it down-- as it might be preferred by novice artists wanting to create new NPC creatures and aliens. As they say... there's always more than 1 way to skin a CAT (or CS Biped). -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Is there any existing file that could be easily be appended and not break backwards compatibility? Like adding these torso yaw/pitch angles in the existing animation config (like a header section)? @@eezstreet any thoughts,suggestions about this? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Are you asking a@@DT85 a question? Because I'm not sure what you are talking about? If you are referring to Gorc... @@Psyk0Sith and I chatted quite a bit today and he chatted with you as well. Given you have already rigged Gorc in Softimage, and modified the skeleton to be more JKA compatible, and started animating-- your Null Skeleton rig is the master now. @@Psyk0Sith is modifying his CS Biped to match your Null Helpers. -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
I thought @@Xycaleth was incorporating it into Rend2, yes? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 - Or since we have the source code it could be fixed as you say where the artist specifies those angles for the NPC, etc. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
As I have been saying all along-- this would be for new aliens & creatures... and NOT for the humanoid JK biped. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Hard-coded? For humanoids only? Or for any new creature or alien? These enhancements (if possible, as I said above...) could be used for new NPC creatures/aliens having their own custom skeletons. Folks can still keep their current CAT or CS Biped shadow-rig workflows. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@minilogoguy18 - your whole point was that CS Biped and CAT systems have limitations and may be more restrictive than a Bones based custom rig. On this point you and I are in violent agreement. you said, here you misunderstand... as you know, when you constrain null helpers (to which you skin the mesh) to CAT or CS Biped-- you do not animate the nulls, but rather you animate CAT or CS Biped... thus you are limiting yourself to the capabilities of those systems. <-- That is my point. We are saying the same thing. Skin bones constrained to a custom Max Bone FK/IK rig and a REACTOR/MassFX skeleton (for simulating ragdoll physics) is what I am planning to make for Jedi Knight. So in my planned character rig, an artist will be able to blend the skin-bone skeleton between the FK/IK Rig and the REACTOR (or MassFX) Skeleton. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
I disagree... if a 3dsMax user creates a shadow null rig constrained to either a CS Biped or CAT setup-- you limit yourself already to what either CAT or CS Biped can do (this goes to your point...). However, what I'm proposing is for those who would use CAT or CS Biped to "drive" their constraind Null helpers... is to allow them to skin directly to either CAT or CS Biped and export CS Biped or CAT bones as nulls with correct game bone names-- thus making a shadow Null rig unneccessary. But folks could still work that way if they choose. @@Psyk0Sith - would like the new capability for new creatures. If the exporter is modified to export the CAT or CS Biped as game friendly bones... why force the artist to create a Null shadow rig? EDIT: One issue I foresee that could kill this idea (at least for the JK game engine) is... if the game requires the bones to have a specific bone axis (X, Y, Z) orientation. Any such requirement may, or may not, align with the CAT or CS Biped bone axis orientations-- then I believe a Null shadow rig would be mandatory. However, the exporters are meant to be generic/agnostic... so I will still implement these enhancements. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
But what if you could? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 - I understand you are using CAT rigs... are there any needed enhancements needed for CAT? Can you rename CAT bones to the exact game bone names? Or does it behave more like CS biped in that regard? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
It's ok... I would do these enhancements anyways. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Alright, I'm making a list of feature enhancements for Release 2.0 of the dotXSI 3.0 exporter. Working with @@Psyk0Sith on the MotionBuilder/3dsMax Integrated workflow has revealed a shortcoming when you want to export the CS Biped, but not the root BIP01 node... however, this does not affect current CS Biped shadow rig workflows. Anyone have any other needed fixes? -
...but it is still there in your older code? Or are you saying you deleted your old code archives?
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well at least archive your fixed ladder code...
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Yes, there are GMax exporters for .3ds, .obj, .md3 and some other formats. try creating sufficient loops and extrude the smaller rib faces outwards.
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nice job. My comments: his toes seem too stiff. Also, I think he needs a bit more sway in the upper torso.
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Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
https://www.youtube.com/watch?v=8WO6_IiZ_WI Oh, I do hope that you, @@eezstreet and/or others will bring this back to single player JKE, etc. -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
Does the Bullet physics engine also include vehicle ( both ground & flight) dynamics? Well, let me know when you're ready to experiment with that and I'll do what I can to help. -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
So please tell me this can give us true Rope physics... swinging from ropes, grappling hooks, tow cables, etc.? If so, I will help you modift a T-47 model and I have Duncan's original AT-AT 3ds Max files. -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
So are you using the Ghoul2 collision detection at all? Will this eventually replace the current ragdoll physics on player/vehicles/NPC models? -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
By address, I meant make aware any issues or shortcomings of the current MD3 Blender tools