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Everything posted by Archangel35757
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You can use any 3D modeling program that exports a Softimage .XSI (version 3.0 or 3.5) file. Softimage or XSI ModTool, older versions of Maya (7 or 8), 3ds Max (Max5 thru Max2016). I believe you can also use Lightwave3D and import the Lightwave file into XSI ModTool and re-export as a .XSI file.
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Why does Ezra (or Kanan) need to die? I submit they do not...
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great new feature!
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Any progress or updates?
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@@minilogoguy18 and other XSI ModTool users... this is for you: http://www.edharriss.com/tutorials/tutorial_xsi_UV_convert/convert%20_UVinfo.htm Do you have Dave "NPherno" Eaton II's NPherno's md3 compiler tool? it works, what more could you ask for... Luckily softimage can imort/export .3ds grab the MD3 compiler from here: http://www.wolffiles.de/index.php?filebase&fid=1856
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Not every animation loops, right? you are likely considering the walk/run animations? do you know how many of them loop?
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Some random easter egg
Archangel35757 replied to eezstreet's topic in Jedi Knight General Discussions
that's awesome. -
Stasis should be a neutral power.
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@@DT85 - why break up the body? The head should be sufficient. Instead, why don't you compile and give him the cloth bones (your robe, cloak, etc.) 3dsMax ClothFX experiment instead. That'll give him plenty to code/validate.
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not worth the effort. Just bookmark it in your phone browser.
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I will say that we do need a mechanism to easily add new animations to the humanoid characters that use the _humanoid.gla. Perhaps it can be as simple as putting new GLA and corresponding CFG files in the humanoid folder and the games loads all compatible GLA's found.
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Did Pandemic write a .map exporter for Softimage?
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@ -- Thanks... but I'm not associated with MBII.
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@@eezstreet -- SoF2 has hands in a separate GLM.
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"...These converted models however will not be able to use the new bones unless they are re-rigged..." --you mean re-weighted to the new skeleton bones, right? It's just the root.xsi file that would need updating for legacy models. Well, my thinking was that if some maps/missions and character outfits don't call for: cloaks, robes, or capes ...then that's less bones and transform space to have to compute; but, this is where @@eezstreet or @@Xycaleth could tell us which method is "lighter-weight" on the engine. Yes, having all the cloth or armor bones in the JKE skeleton would be less work. The new JKE facial bones will be in the same character rig as well... and artists will skin their head meshes to them; but they will need to simply do an "export-selected" on their head mesh so it correlates with the new facial.gla. I also think @@eezstreet or @@Xycaleth should tell us if there is a maximum bone limit-- it may all just be memory dependent-- and thus they have to draw the line somewhere. I think there should also be some independent bones for shoulder armor... so that armor like this will deform properly: We need to start chatting again on Skype.
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JK2 JK2Enhanced Alpha 2: Upcoming
Archangel35757 replied to eezstreet's topic in WIPs, Teasers & Releases
I wouldn't go any slower to turn off/on sabers. Just have two settings in the game-- original and "realistic". Or make the original speed effect be for "red/strong", realistic movie speed as "yellow/normal" and then a smidge faster for "fast/blue" -
Work-- always (that's what adults have to to do)! Exercise and Krav Maga, my wife's honey-do list... and all of my modelling & coding projects, and lastly-- play with my mocap suits!
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So finally after almost 2 years the head mesh is finished (how sad... I must be the slowest modeller on earth-- granted I did have other projects to work on during this time). I reworked the ear, and did my best to smooth out the mesh in 3ds Max, before I take it it into Mudbox. I still need to remake the eyelashes properly... ...moving on to finishing the hairstyles and retopologize for LODs.
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Ok... so I took a break from the head mesh to throw together a quick bodysuit model. Before anyone starts throwing out compliments-- this bodysuit and leg armor are medium-poly models from my Poser software... I simply had to pose them to match our skeleton's root A-pose (they still need a little tweaking). I will use these as ref for my low-poly mesh. Why re-invent the wheel? Plus it saves me time... so I hope the purists can forgive me. Hopefully this gives you an idea for the direction I plan to take the Jan Ors model set.
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My Review of Jedi Academy Enhanced 1.0.
Archangel35757 replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
True, that's fine for only the JO/JA face bones... but,In my opinion the cloth bones need to be it's own skeleton and GLA (bones for tabbards, capes, cloak, robes, etc.) that can be bolted onto the _humanoid.gla in the same way @@eezstreet is planning to do with the new facial.gla. This will avoid bloating the humanoid skeleton with unnecessary bones and keep things cleaner. That's how I recommend doing it. We can simply import the animations and let the 3ds Max ClothFX react to the underlying humanoid animation and bake that into the cloth bones. And then compile a cloth.gla file with Carcass. Playing a humanoid anim will trigger the corresponding cloth anim.