Jump to content

Archangel35757

Members
  • Posts

    2,351
  • Joined

  • Last visited

Files posted by Archangel35757

  1. 3ds Max 2010 32/64-bit dotXSI 3.0 Exporter

    This plug-in exports a Softimage dotXSI 3.0 file. These 2010 plug-ins will also work in 3ds Max 2011 32/64-bit.
     
    See the included readme file for more details and installation/usage instructions.

    58 downloads

       (0 reviews)

    0 comments

    Updated

  2. 3ds Max 8 JO-JA Skeleton

    The JK3 skeleton(s) that are floating around out in cyberspace have had some bones accidently moved; and other bone transform errors when compiling with Carcass and combining originally released dotXSI animations. Some of these errors (that are fixed by this skeleton) don't manifest when you compile against the existing _humanoid.gla.
     
    Pedigree:
    This skeleton was first created by importing the released JO Kyle root.xsi file using Raven's 3ds Max 5 importer (which automatically creates Max Bones).
    Then using the Luke JA root.xsi file, I incorporated the left and right tail bones.
    I then fixed the spine bones lengths (pelvis and thoracic) to appear as a continuous chain.
    I incorporated the JKA "face_always" dummy... and relinked all the facial bones to match the correct order.
    I then had to fix the left and right eye basepose transforms due to carcass errors (solved by adding root nulls and making eye bone transforms match the released root.xsi values).
    Added bolts and had to fix Stupidtriangle_off... (I really can't recall what I did to fix it-- I know I skinned it to only a single bone).

    I know this skeleton works... it has been tested to compile a new root.xsi as well as taking this new root.xsi and combining it with original dotXSI animations to verify all goes well with Carcass. This skeleton, or a future update, will serve as the basis for my advanced character rig. I also plan to make a simple IK rig using only the JA facial bones. Currently this skeleton includes the SOF2 facial bones that are inherent in the JO root.xsi file. I plan to use all of these facial bones in the facial rig of my advanced character rig.
     
    So for the purposes of compiling JKA models you should select the JO and SOF2 bone layers and hide them... so that you don't accidently weight anything to them. Be sure to do an "Export Select" when you export your dotXSI.
    The purple bones are JA unique bones (i.e., the rtail and ltail bones).
    The yellow bones are the JO unique bones.
    The cyan bones are common to both JO-JA skeletons.
    The pink bones are the motion and hang/hand tag bones.
    The magenta bones are the SoF2 facial bones.

    NOTE: This skeleton will eventually be released as a 3ds Max 6 file for those still using 3ds Max 6 (...I haven't forgotten about you! ). And the color scheme may change in the future.

    198 downloads

       (1 review)

    0 comments

    Updated

×
×
  • Create New...