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Everything posted by Archangel35757
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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 -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
Apparently there exists already MD3 importers and exporters for blender. If they need tweaking or fixing perhaps @@mrwonko could address that. Also, keep up the great work-- especially on your Bullet Physics integration! -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
But in @@NAB622 's original post he stated: So it should clarify static models only. The MD3 format specification is publicly available... some Blender coder can create a proper MD3 exporter with the exact same features @@DT85 and I put in our 3dsMax exporter (i.e., custom vertex normals, etc.) -
Jedi Academy Of Weird New Things
Archangel35757 replied to NAB622's topic in WIPs, Teasers & Releases
Does OBJ support vertex animation? According to the original .OBJ specification it doesn't support animations natively. It seems Blender 2.63 uses a modified (non-standard) .OBJ format... where it can export animations in .OBJ, with each animation Frame being its own complete .OBJ. I'm not sure this is more efficient than the MD3 format. In my opinion there is nothing wrong with the .MD3 format. The new v2.2 3ds Max .MD3 exoprter properly fixes and creates optimized MD3 models. Other 3D packages likely do not support this modified non-standard .OBJ file format. -
So he does not even grimace or yell out in pain when hit by a lightsaber? Or when he has a limb dismembered? Or make any sounds at all during his death? I find that odd.
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In my opinion, I think a few bones should be added to allow some facial expressions... like snorting/flaring nostrils. Also, the lower jaw portion of the helmet should allow for some lip/mouth expressions-- like grunting and roaring (which would be very intimidating to a player)... so he needs a mouth cavity and teeth/mini-tusks.
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...sounds like a personal problem.
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Not if she is seen only running away from the backside. Otherwise, you could put the goggles on her and hide most of face.
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The animation seems like it is done by beginner students... very staccato in movement-- not fluid motion. And some close-ups make you think you're watching Team America marionettes.
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well, in that case, you could use my version... if you want.
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1st mission on Kejim at least. Maybe added to a few more.
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My Jan Ors is for JKE.
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When I'm done with it... someone can re-texture my Jan Ors face to look more like Angela Harry.
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oh well...
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...no, it's actually worse imo.
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I've been watching the finale ending of season 2 and season 3, and I must say that the animation sucks-- very blocky and sometimes they look like marionettes on strings.
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Maybe that sound was Grevious just shitting his pants as he flies thru the air... and you're hearing the Doppler Effect of his flatulation.
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@@Psyk0Sith... so Obi-Wan grunts... but there is no Force sound FX for the push itself. I liken this to some martial artist doing their yell before they karate chop a board. Now I would agree that it would be plausible for the recipient of a force FX to grunt (or whatever).
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I just think most Force FX already give visual feedback in the sense that objects or enemies play an "affected" animation (pushed/pull stumble or fall, etc.) and the player already does some hand/arm motion-- this is sufficient by itself in my opinion; save the computer resources for somthing else. You don't see or hear these cheesy FX in the movies.