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Archangel35757

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Everything posted by Archangel35757

  1. @@Didz, @@Raz0r -- So it looks like I could go with namesilo for the registrar and use iPage (Zoho is mail service only, correct?) as my webhost and email service (...as I understand it-- I'd just have to setup up MX records with the registrar so that all mail is handled by iPage email services. So I could then send/receive emails as: me@mydomain.com). Is this right? What does this mean: https://www.namesilo.com/Support/DNS-Manager
  2. @@Didz -- as I understand it... email forwarding only sends emails to michael@mydomain.com to an already existing email for me (i.e., archangel35757@yahoo.com, etc.)... I want to have any potential clients see response emails come from "michael@mydomain.com" and not yahoo, gmail, etc. namecheap does offer email services: https://www.namecheap.com/hosting/email.aspx but that seems expensive for their "business" option... yes/no? Any suggestions on registrars that offer free (or cheap) email account using my domain name? Or can this be done by the webhost company? (I thought it had to be by the registrar-- any clarifications would be greatly appreciated!)
  3. Ahhh, my head hurts! I've Been researching which domain registrar to use for a "small" (meaning only me) business website-- not necessarily the web-hoster. I was looking at namesilo as the registrar... but they do not offer email services-- only email forwarding. From my research it seems I should avoid GoDaddy. What I like about NameSilo is that they include everything for free ( well it's included their price-- just no gimmicks) whereas other registrars charge money for every other little service (privacy, etc). Does anyone have any suggestions?
  4. Yeah the tongue is visible in many visemes... and in your examples-- but I'm not going to do anything extreme. I'll post a demo video after I sort it out.
  5. @@eezstreet, @@DT85 -- I have the tongue modeled and was working on skinning it to tongue bones-- just as a quick check to verify I have it modelled correctly for deformations. Does anyone see any reason to have the tongue stick out ( other than just enough to lick lips and stick tongue out short extension to make a funny face)? I mean, I see no reason to try to make tongue stick out really far...
  6. @@DT85 - Well I just went out on a limb and placed my order for (2x) of the 32 neuron alum academic packages. They should ship in the July/August time-frame... I hope they meet all expectations-- the Pro Software and SDK are not released yet. But hopefully soon we'll have Kyle Katarn going all "Jason Bourne" on some Grans and Troopers! Edit: Here is a picture of the skeleton from some of their documentation I just downloaded...
  7. Well, I have the money in my savings and I think it's a pretty good deal-- I just need to get some answers for a few questions I have. I've asked some questions on the neuronmocap.com forum... from watching some of the videos in their showcase, it appears that the single sensor they use for the foot uses the ball of the foot as the foot pivot point... so we should be able to write a Maxscript to rotate the JK toe bone back onto the ground plane. However I read on their forums that they are planning to add a toe bone in their default skeleton setup; but we can use their SDK to use our own skeleton...
  8. You guys are missing one of the main goals of JKEnhanced as @@eezstreet laid out in his vision for revamping the game's graphics... Also the teeth & mouth will be very noticeable in close-up cutscenes-- especially when the character is talking because your eyes are drawn to her mouth movements and facial expressions. During actual gameplay it depends on if any scripted interactions call for close-up interaction. There will certainly be LODs... and these higher details will be baked into normal maps as @@AshuraDX has stated.
  9. @@minilogoguy18 -- you should get one of these setups instead of a Cintiq. Here is a link to the products FAQ: https://neuronmocap.com/page/faq
  10. If the rigs are not identical then in the Edit Mapping dialog you have to "Derive Scale Between Chains". There are tutorials (see advanced tutorials in Max) for retargeting/mapping FK to FK and FK to IK using different sized rigs.
  11. But you can retarget the XSI/FBX animations onto any new rig. One of my plans is to write a Maxscript to save the imported XSI animations as an 3dsMax XAF animation file (and also save the bone retargeting mapping file)-- for retargeting purposes. We can fix the lack of hand animations as well @@DT85 - The Krav Maga mo-cap files will be perfect for elite soldiers/Jedi hand-to-hand combat! Some of the movements would even work when weilding a lightsaber (improvising the lightsaber bit in 3ds Max...) I'm going to contact them about adding extra IMU sensors for toe bone (ball-of-foot) rotations... their videos look like they only have a single foot sensor like JKA animations.
  12. Not sure if this is the correct forum... @@eezstreet, @@Xycaleth, @@DT85, @@minilogoguy18: I'm planning to buy two of these set-ups to capture my Krav Maga instructor (and me or someone else...) doing Krav Maga self-defense moves... we can use the resulting BVH/FBX motion capture data to create/transfer new hand-to-hand combat fighting animations, etc. onto the new skeleton. We could even create new saber moves if we wanted... the possibilities are limitless. https://neuronmocap.com/portfolio https://neuronmocap.com/portfolio/quickstart-guide-perception-neuron https://neuronmocap.com/portfolio/motion-capture-running-and-jumping Here are a couple of video demos of boxing and a Kung Fu move... https://neuronmocap.com/portfolio/boxing https://www.youtube.com/watch?v=bWsYPuZ1oV4 Thoughts?
  13. Update: As I began to work on the inner mouth cavity, I realized that I had modeled the upper & lower teeth alignment incorrectly-- the upper teeth should extend further back overlapping the lower teeth... so I had to re-work the lower teeth insetting them with respect to the upper teeth and do a little tweaking. I think the teeth are good now... so I'm moving on to the tongue and inner mouth cavity. Teeth WIP 24f pics: So now I'm working on the tongue and mouth cavity... I will start modeling the hairstyles this weekend. I apologize for the lack of progress.
  14. Well, sorry for not having any updates to post... but since coming back from vacation I've been coding a "Multi-Pivot Constraint" controller for Max8+ (will compile up to 2016 as well)... because my JK skeleton rig needs an animatable pivot. But I'm going back to working on Jan Ors this next week. As soon as I get the head & neck finished I plan to start the facial rig & lip-sync tools development. I'll try to work on the body as time allows. Thanks for your patience.
  15. Something about Oscar Isaac reminds me of Oscar the Grouch:
  16. When I hear her name ( Phasma ) ... makes me think first name should be "Orgasma"
  17. http://www.tweaktown.com/news/44934/quake-developer-modders-compensated-efforts/index.html
  18. Perhaps more strategic placement of containers...
  19. ^ I wholeheartedly agree. Single NPCs should try to "sound the alarm" (like in JO doomgiver missions... to call for reinforcements)-- when "alarm" panic buttons are nearby (...but not end the mission like was done in JO -- give player ability to "reset" alarm after dealing with troopers). Multiple NPCs should use military squad tactics to provide suppression/cover fire to allow other NPCs to maneuver against player. They should all seek to fire & maneuver using available cover.
  20. I have the original game CD and packaging... I bought it several years ago from eBay (Glad I did! )
  21. Hmm... An important message regarding the XWA Steam released version ( incompatibilities ) was posted on the XWAUP site: http://www.xwaupgrade.com/ Looks like XWAUP craft packs & DarkSaber UCP will only be compatible with GoG version of XWA.
  22. If you don't have it already, or have never played it... you can save 10% on XWA now at Steam. https://store.steampowered.com/mobileagecheck/mobileapp/361670/ I also would highly recommend downloading all of the upgraded assets (XWA Upgrade Project) from ModDB. I also have all of the tools needed to mod XWA if anyone has difficulty in finding them.
  23. What mod (and specific coder) added the grappling-hook (...and thus "Tarzan swings") and what is the best map to demo this feature?
  24. Just got home from vacation a few hours ago-- Hawaii was a blast! So I just finished installing X-Wing Alliance on my Windows XP x64 workstation following the MODdb guidance... next step is to install the actual model upgrades and tools...
  25. Here's just one example of a flight dynamics model engine: http://sourceforge.net/projects/jsbsim/?source=directory Could also export a Matlab 6-DOF flight dynamics model as standalone C code... this would give us full control over the flight dynamics input & output signals that would be needed to tie into the OpenJK code-- could probably just append the necessary 6-DOF flight dynamics/control matrices in the vehicle file.
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