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Everything posted by Archangel35757
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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.
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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.
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@@eezstreet -- Nope. carry on...
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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?
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dotXSI 3.0/3.5 Importer for 3ds Max / Gmax
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
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) -
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.
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Only if you're animating cartoons
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@@eezstreet -- thanks for the paper... however, a ball doesn't start stretching/squashing in anticipation of hitting the ground.
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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.
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@@NumberWan ...and Obi-Wan Kenobi is not resourceful?
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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.
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Worked on the temple/jaw/cheek area for about an hour... hope to show some more progress soon.
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ModTool should work... Post a screenshot of your full model hierarchy.
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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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Try using carcass 2.2
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Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
Perhaps it is the force awakening in Daisy Ridley's character... after all Luke had no inkling he was a force-sensitive... but still the title sucks. -
Star Wars Episode VII Discussion
Archangel35757 replied to Circa's topic in Star Wars Franchise Discussions
I think that title is lame! Since when does the "force" sleep? ... that's about as good as: Star Wars: Mitosis of the Midichlorians -
@@Xycaleth -- How about a mod view logo That shows a character Model all in white... In the DaVinci pose along with the Mod View name?
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Yeah, it kills me how Stormtroopers are made to be buffoons...
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3D Modelling & Animation XSI Import MAXScript
Archangel35757 commented on Archangel35757's file in Utilities
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Version 1.029Beta
77 downloads
This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. See the included documentation for history and usage. Version 1.029Beta works for 3ds Max 5 and later... (Not compatible with Gmax) -
Version 1.029 Beta
89 downloads
This Gmax MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. See the included documentation for history and usage. Version 1.029Beta works for Gmax only (a version is in work to restore broken compatibility for Max 5). -
YouTube video link please! Are they bolt-on GLMs or integrated into a single skeleton GLA?
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Appears to have seams on both sides of vertical red bar-- not sure if those are UV seams or mesh seams where you broke the model. Try adding smoothing groups to make your normals match across mesh boundaries and then before you export detach your smoothing groups... or alternatively-- add an edit normals modifier, check unspecified then collapse your stack. Read up on what "breaks" an edit_normals modifier.
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You should be able to get it to work in game if you can see it in Modview.