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Archangel35757

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Everything posted by Archangel35757

  1. It's not just a matter of weighting the mesh to the skeleton in the root basepose... you need to add some simple deforming animations to the joints to test out your weighting. You refine it further then so as to optimize it for joint deformations.
  2. Use the .Skin file to turn off surfaces underneath garments-- if your model is intended to have an un-cloaked/un-robed version... otherwise do like @@minilogoguy18 and delete the underlying hidden geometry.
  3. @@Asgarath83, bone = joint = bone... they are the same thing-- just different names in different software.
  4. That does not mean they used all the bones... right? It is reading that bone count value from the GLA You compile against right? But I see your point... you would need to recompile the legacy model against the new GLA. Maybe the metadata of the GLM file could be hacked to reflect the new GLA bone count-- as long as all the bone names used are consistent.
  5. @@Cerez, Since you are using 3ds Max then use my dotXSI Maxscript importer and import either Kyle or Luke on one of the facial animations... the skin weights will be imported and you can study how they weighted areas of the face to the relevant facial bones.
  6. Some modders don't weight their face mesh to the mouth bones, and their model compiles and plays against the GLA just fine. So if you weight to less bones then you should be OK (as long as the bones you weight to are contained within the GLA), no?
  7. Would it truly break compatibility? If a "new" JKA skeleton were compiled against all the source animations and added back all of the omitted JO & SoF2 bones-- then the legacy JKA characters should work just fine with the new GLA (even if they don't weight any vertices to the restored bones), no? At most it would only require importing the legacy JKA character root pose with my Maxscript importer and recompiling As-Is against the "new" GLA-- not changing any weights, etc.
  8. One reason for the Stormtroopers bafoonery & bad aim in Ep. IV is that Vader wanted them (heroes) to escape with the tracker installed on the ship. But in my opinion these animated shows and later movies take it too far to the point of idiocy.
  9. Re-examine the scaling... they seem too big compared to player.
  10. Maybe they come from a secret room?
  11. Being Jewish... shouldn't He be wielding a multi-bladed menorah hilt?
  12. Whoever came up with that saber concept at Disney should be fired-- along with everyone in that approval chain!
  13. @@Cerez, one of the goals of this JK Enhanced effort was to improve the visuals-- the new Rend2 renderer makes this possible now across the board... environments, assets, characters, etc.
  14. The video links to this description page: http://udn.epicgames.com/Three/PivotPainterTool.html Looks like UE4 uses this method for grass, scrub-brush, tree limbs interaction. @@Xycaleth, Can this be added to OpenJK or rend2?
  15. Could the vertex Shader method demonstrated in this video (and its more detailed method description link) be used to do some minor hair motion for cutscene cinematics??? https://www.youtube.com/watch?v=xfiFQ8dOo5Y
  16. The mouth/lips are an area that I haven't worked on since the initial mesh... so they are still a bit crude. They're on my list of things to improve. @@Xycaleth, I think it's the unnatural slit opening that is the issue-- it's just temporary to keep vertices from getting accidentally welded together.
  17. Here's the latest update (WIP 39f): I still see quite a bit of places that need smoothing... but it's getting to be a more accurate match IMO. Here's a turntable view:
  18. @@Cerez -- cinematic cutscenes will benefit the most... during actual gameplay I don't see these new facial expression features being utilized... except to perhaps put facial expressions to taunts.
  19. One main thing on the installer-- please make sure it uninstalls itself completely (should a user decide to do so...) and not leave any files or folder structures behind, etc.
  20. What you see is an anomalous artifact from me mirroring the front image across the vertical plane-- her head doesn't follow that outline in that area.
  21. @@DT85, @@Psyk0Sith, @@Xycaleth, @@eezstreet, @@Cerez... and anyone else-- what features would you envision/expect to see in a facial expression/lip-sync GUI? I'm open to suggestions while I'm conceptualizing the GUI.
  22. Unless I missed it... he's busy focusing on characters/assets for DF2 mod. Why don't you guys volunteer to help him out...
  23. Pure awesomeness!!! Keep it up!
  24. Hah! I purchased both Mudbox and 3D-Coat... I will most likely use them in the final stage and for making the lower LOD versions... I just don't have time to learn them now. @@DT85 -- I also think we need to make a dedicated humanoid female skeleton that is just a little bit shorter than the original-- plus give it breast bones. I will go ahead and do this for the Jan Ors model.
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