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Everything posted by Archangel35757
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JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
Not everybody has 3ds Max... there are already some open source tools that might be adaptable to modview code. One example is called hapFACS. http://ascl.cis.fiu.edu/hapfacs-open-source-softwareapi-download.html -
Skelling Michael for sure. You can import Satellite Geological Digital Elevation Model (.DEM) files into 3ds Max. I also have Vue xStream and would be happy to assist you with terrain in 3ds Max. What 3ds Max version are you using? Allow for swimming out to some of the nearby smaller islands-- you can put that Shark NPC model to use (or other sea creatures).
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Reworking the ear... progress slow due to playing with mocap suit. Hope to start working in MudBox to retopo the head/hair this weekend.
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JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
@@minilogoguy18 -- I'm referring to JKE. The new facial.gla will drive facial animations & lip sync in-game using .LIP and .VCD text files like used in source engine. https://developer.valvesoftware.com/wiki/Faceposer But we need a way to create these .VCD and .LIP files for JKE. My 3ds Max face rig GUI will have these as export buttons. But not everyone uses 3ds Max. So this ability needs to be added to one of the tools. Since ModView is graphical, I suggested expanding its abilities to have another tab in ModView that would open something like the Faceposer editor (as part of ModView). Or maybe the ICARUS tool could be expanded? @@eezstreet, @@Xycaleth, @@DT85... thoughts? -
Can you show a wire-edged overlay? The ankle joints seem like they could use a little more tweaking... showing a little more krinkles in the leather?
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Nice. Would be cool to create a "musician's GLA" for various Star Wars instruments... so we could script some NPCs entertaining in a Cantina (such that their animations were synced to the music).
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JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
My facial rig will be all bone-driven. No morphing. -
JK series _humanoid Character Animation Rig
Archangel35757 replied to minilogoguy18's topic in WIPs, Teasers & Releases
I am planning to build a facial rig setup in 3dsMax and then create a new facial GLA from that which will have poses/animations for all phoneme/visemes and facial expressions (from neutral to: fear, anger, joy, sadness, surprise, disgust). It would be nice (@@eezstreet, @@Xycaleth) if this facial GLA was added into ModView to create a "face room" dialog window where people could string together there facial poses/animations add an actor audio file for phoneme parsing (using PRAAT as I plan to do in 3dsMax) and then export out the final .LIP and .VCD files the engine would use. My (bone-based) facial rig GUI will do all of this in 3dsMax... would be nice if ModView could do it as well (using the building blocks within the facial GLA). Too bad FaceRobot is not freely available to XSI ModTool. -
@@DT85 - We should create a 1st/3rd melee system upgrade... ...with more/better hand-to-hand combat & self-defense moves. But I have have no clue how the code mechanics work to say for example-- block an incoming punch and simultaneously counter-attack (Krav Maga style). @@eezstreet - any ideas? Punches (Left/Right): Jab Cross Hook Uppercut Hammer fist (forward, downward) Palm-heel strike Horizontal elbows Vertical elbows Legs (left/right): Knee strikes Front kick Side kick Rear kick Round kick Groin kick Ground defense moves, Etc.
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Version 1.0
226 downloads
This maxscript allows the user to transfer Skin Modifier data from mesh objects onto a new skeleton. It assumes the incoming new skeleton has the exact same bone names as the old skeleton-- however, the "Load Envelopes" dialog will allow you to match bones manually so you could use different bone names if necessary. See the included readme file for description and usage. -
BAD CHANGES TO FILE SECTION!!!
Archangel35757 replied to Archangel35757's topic in JKHub Feedback & Help
@@eezstreet - thanks! -
BAD CHANGES TO FILE SECTION!!!
Archangel35757 replied to Archangel35757's topic in JKHub Feedback & Help
I dont care what's done with game-specific files, but most of the utilities files are game agnostic... all of my 3ds Max exporter plug-ins work for most Raven games (SoF2, JO, JA, etc.)... it's a bad layout design. -
Whose (BAD) idea was it to change/break-up the Files section by game (JO or JKA)??? WTF? Why would anyone break the Files》Utilities section up by JKA and JO categories? Especially utilities which work for both games?! This just causes duplication or folks look in one category only to not find the utilities needed. This is BAD. File》Utilities should be an independent category all by itself-- especially for things like 3ds Max plugins and scripts-- which don't give a F*ck what game it is. Create an Independent Utilities section with subsections for: Misc 3ds Max Blender Maya Softimage etc. ...and JO and JA-- only if they are truly unique utilities for only those games and they don't work for the other, etc. Bad, Bad, Bad... I will hold off submitting new utilities until this is fixed.
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Would be cool if Rogue One included Kanan and Ezra.
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Actually there are other forums that discuss the plans being transmitted by a circuitous route... that Kyle transmitted the plans to another rebel group that broke into an imperial comms center and transmitted the plans. Read here: http://boards.theforce.net/threads/a-question-of-continuity-who-stole-the-death-star-plans-bria-tharen-or-kyle-katarn.4162652/
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Please move the mobile cellphone site's "Full Version" button to the top of Web pages. It's a pain in the arse to have to scroll down long pages to click that button to go to full site.
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Why? He's the one that stole the Death Star plans (very first mission of the Dark Forces game).
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Do you think Mads Mikkelsen could be the mercernary Kyle Katarn? Looks very similar to the original concept art from the Dark Forces game... ...wishful thinking.
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3ds Max has plug-ins and max scripts to import those file types you originally listed. Then you can export to GLM using @@Scooper's exporter or convert to GLM using the 3dsMax DOTXSI exporter & compile a GLM with Carcass 2.2
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Star Wars Episode VIII Discussion
Archangel35757 replied to NumberWan's topic in Star Wars Franchise Discussions
You said... "Lucas' story is about the balance in the force, so by the end credits of episode 9 the balance must be restored." I simply pointed out that it ain't Lucas' story anymore-- Disney can and will do whatever they want. -
It's the sole of the boot-- it's too thick and planar (flat)
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Star Wars Episode VIII Discussion
Archangel35757 replied to NumberWan's topic in Star Wars Franchise Discussions
Lucas sold his rights to Disney. It's Disney's story... and who can say what they do. In EP.7 I was hoping Max Von Sydow would pull out two pieces of a lightsaber (a.k.a. Kanan), twist them together, and duel Kylo Ren. But his character was just over-hyped fodder. -
I plan to capture: 1. Krav Maga self-defense moves 2. Aikido moves (with & without Bokken) 3. Biomechanics/Sports analysis 4. Miscellaneous gymnastics (for movements-- rope climbing, monkey bars, etc). I'm open to suggestions.
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A buddy/co-worker of mine teaches Aikido... (but he's a little too large to put into the mocap suit-- circumferentially speaking). But his Sensei is interested in the suit... so I plan to capture him doing some Aikido moves with a bokken (using a prop sensor cable) in the near future.