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Archangel35757

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Everything posted by Archangel35757

  1. I'd like to know the fucktard that came up with the concept for that dumbass lightsaber... it looks more like blowtorches than a lightsaber blade! They need to edit that ScHIT out in post-production!
  2. Her front picture was proportionally scaled so that her eyeballs dimensionally match the location of the skeleton eye bones... so they are anatomically correct.
  3. The Kyle model looks great! I'm working on it I'm focusing my limited free-time on the Jan Ors head project... as soon as I get the mesh finished I will start on the facial rig. I've conceptualized and laid out how the lip-sync will work-- and discussed ideas with eezstreet and DT, I will need to have the rig/script export out the necessary text data files for the expression/phoneme data as @@eezstreet requested in his "challenge" thread. There will be the face_lip-sync.gla that will be driven by the humanoid head bone. I hope to have some demo stuff by Christmas.
  4. Try using your 3ds Max 7 and the MD3 exporter that works for it (Max 6 version I believe).
  5. But you can specify a scale factor to change character height in the game engine. I've never considered how one would go about modeling a Jawa or Yoda character to the skeleton.
  6. True... you'd have to animate it thru all of the animations (or let the cloak bones be clothFX driven) but I think it would be cleaner to have it be a cape_robe.gla, no? @@DT85 is there a single bone from humanoid that serves as parent to your cape/robe bone hierarchy?
  7. I can check my archives if you still need it.
  8. The new skeleton is still a work-in-progress... I'm working on the Jan Ors head which I will use for the new facial/lip-sync rig. I know DT has been working on the skeleton regarding the body-- but I have a suggestion: @@DT85 @@eezstreet -- instead of adding cape/cloak bones directly into the base skeleton... maybe they could be bolted on as a cape_robe.gla like @@eezstreet plans to do the new face (where the face.gla inherits the head bone transforms). Maybe a cape_robe.gla would get transforms from upper spine, or neck?
  9. I concur... I don't think they thought thru how that could even work-- to have the two emitters rotating around that circular track-- when supposedly the crystal chambers are in the handle portion, no? I think they just want to give him a General Grevious type-move.
  10. I read some time back (somewhere) that image is fan-art.
  11. On activating "force-catch/force-pull" on the in-flight saber... Maybe the code could be changed to cause the saber to stop in mid-flight, kinda like tumble in-place, while you versus the opponent fight like a saber lock over the airborne saber... like a force-tug-of-war. Edit: If you're winning the force-fight then the hilt is toward you for catching... if you're losing... the saber blade is pointed at you... and perhaps jerking in your direction with each flip. So you could catch it or accelerate your death-- depending on whether you win the force fight. Edit2: Depending on force powers and current force levels the "force-fight" could be immediately won or lost with only a slight hiccup in saber trajectory... which might even be provided by switching the ownership and saber animation. @@DT85, @@eezstreet, @@Xycaleth @@Raz0r -- care to join the discussion?
  12. On the contrary.... I think it would be quite foolish to throw your saber at a force-user opponent. It would simply play a different animation on the saber so that you catch the hilt (as if you had thrown it)-- assuming you successfully won the force fight over the "airborne" saber... and succeeded in "stealing" it. This would require coding changes of course to implement. You can "force-pull" a (projectile) weapon to you now and switch to using it... can't you? Then why not sabers also? If it's too complicated to code stealing it out of the air while in flight... perhaps at least it can be stolen if you knock it to the ground... then it'd be up for grabs.
  13. Would be awesome if there was a saber catch mechanism for when they throw a lightsaber at you. Then you could become a dual wielder.
  14. @@eezstreet -- Nope. carry on...
  15. Ok... here's a quick update that has some eyebrows pasted on her face as well as some goggles I took from another file (these are not her "official" goggles-- just something to help you imagine the end result). I still need to work on areas of the face, model the inner mouth & teeth, hair, attach-to-body, etc. What do you think?
  16. I've been working on modifying the Gmax/3dsMax dotXSI 1.x Importer Maxscript to be able to process dotXSI 3.x files as well. dotXSI 3.x introduces about 13 new template types to handle... So far, I have 4 of 13 complete (dealing with materials/textures) completed-- meaning the SI_MaterialLibrary is imported and put to the Material Editor in 3dsMax. Remaining templates to process are: SI_FCurve, SI_GlobalMaterial, SI_Mesh, SI_Model, SI_Null, SI_Shape, SI_Transform, SI_TriangleList, XSI_CustomPSet (holds .Game Shader data)
  17. Yes, living creatures can anticipate contact... and "ball-up/cringe" before taking the hit. However, inanimate objects (like a ball) do not begin to squash/stretch before making contact with the ground or a wall... the ball would only begin to compress after making initial contact... I was commenting on the original figures in the paper.
  18. Only if you're animating cartoons
  19. @@eezstreet -- thanks for the paper... however, a ball doesn't start stretching/squashing in anticipation of hitting the ground.
  20. Here's an update of what I've got finished on the face so far. ...there are still a few "rough" spots I need to smooth out-- and yes, still no eyebrows.
  21. @@NumberWan ...and Obi-Wan Kenobi is not resourceful?
  22. I'm focusing on this project now... laying aside importers/exporters, etc. so that I can get Jan Ors and the lip-sync'ing project finished.
  23. Worked on the temple/jaw/cheek area for about an hour... hope to show some more progress soon.
  24. ModTool should work... Post a screenshot of your full model hierarchy.
  25. I don't really use Mod Tool as my primary 3D app... but my first hunch is that you've missed something in following @@minilogoguy18's tutorial.
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