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Archangel35757

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Everything posted by Archangel35757

  1. probably the view model is not accurately to scale... most weapons are not.
  2. Maybe we could revamp those Force-FX shaders & sounds because most look like, and sound like, shit.
  3. standard humanoid... just don't weight anything to leg bones.
  4. I agree we need a simple mechanism for artists to easily add new character classes to the game engine without having to recompile the game code... @@eezstreet, @@ensiform?
  5. need death animations... I want to retarget the STEF death animations-- just to be a little different.
  6. yes, just look at the anim list in ModView. Look forward to your video.
  7. hey that's a good idea. There could be an animation where he turns it off, flips it around to use the pummel like a mace. So make the spherical end of it a little bigger with 4 studs to be used as a mace.
  8. Both MD3 v2.2 and dotXSI v1.9 exporters support specified/explicit normals (using the Edit Normals modifier).
  9. for your low poly mesh you could try to use a maxscript like "Normal Thief" to make your low-poly vertex normals match (as best possible) your hi-poly mesh's vertex normals. @@DT85, @@Psyk0Sith -- wouldn't that also help?
  10. his saber blade is like 3 meters long, right?
  11. @@AshuraDX... most assuredly. Someone will have to decimate it and convert it to another format (OBJ).
  12. @@KyleKatarn1995 -- You're in luck... K-2SO is included in the latest issue of 3D World magazine (Issue #216) as a texturing tutorial... I downloaded it from the magazine resource downloads here: www.bit.ly/vault-216-starwars ...however, the model file format is ZBrush (.ZTL), so you will need to find someone to convert it for you.
  13. Yeah, 3dsMax/MotionBuilder work really well together... integration is straight-forward. This is my first time using MotionBuilder so I just need to sort out a few issues-- then I can document my process for you. We should decide on the animation list we want for Gorc... we could also retarget some of the Star Trek Elite Force XSI animations if we find any we like and think apply (I was thinking of the STEF walk, run, etc. just to be different from JKA).
  14. Here's my first attempt at bringing in one of the XSI animations ( BOTH_A7_SOULCAL.xsi ) and retargeting it onto Gorc in MotionBuilder: No additional tweaking yet... just the raw re-target. It does need some tweaking on the feet and a couple of other areas in the shoulders. But as a quick test, I exported and brought it back into 3ds Max and imported onto the CS Biped, but it complained about bind poses not being the same and so it didn't come thru one-for-one... so I will need to make sure the 3ds Max CS Biped bind pose matches MotionBuilder... so I may need to recharacterize Gorc, etc. I also need to characterize the JKA skeleton in it's T-Pose and save that in MotionBuilder. I believe this workflow will work out nicely... once fine-tuned.
  15. Yes, I was planning to add some cloth bones and facial bones in 3ds Max... not sure what would need to "jiggle".
  16. Jiggle bones, cloth bones and facial bones can be added in 3ds Max.
  17. Gorc has been Characterized and rigged in MotionBuilder... now ready for some retargeting tests. Stay tuned...
  18. Welcome. Since you are a programmer... you should reach out to @@Xycaleth, @@ensiform, @@Raz0r, @@eezstreet to see how you might contribute coding-wise. If you have any OpenGL Graphics programming skills you could help out on the new "Rend2" renderer.
  19. Ok... I have the Gorc CS Biped scene now. I need to use my transfer skin weights script to transfer skin weights from the CS Biped onto either nulls or a boned skeleton (constrained to the CS Biped). After that, the next step is to transfer & characterize the skeleton in MotionBuilder. I will provide update videos of my progress. Stay tuned.
  20. I haven't been given the root CS Biped (or proxy mesh) for MotionBuilder retargeting.
  21. why do you think... [Warning: do not open if you have not seen the movie!!!] .
  22. Just saw Rogue One... certainly having mixed feelings on the ending.

    1. Sentra

      Sentra

      I liked it. Couldn't end in any other way than this one too.

  23. @@eezstreet -- according to post #7... yes... sounds like a bug.
  24. they are available in various formats... load them in a 3D program and add an optimize modifier (GMax or 3dsMax) to reduce poly count, or Blender, etc.-- then re-export.
  25. Use these... free to use, just give credit. http://www.scifi3d.com/list.asp?intGenreID=10&intCatID=15
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