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Archangel35757

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Everything posted by Archangel35757

  1. Recently got back to this... making some good progress-- I hope to have a working version in the next few weeks. Stay tuned...
  2. I will restart my Han Solo model project after I finish the new Jan Ors and facial rig project.
  3. @@DT85 -- Thanks to working on the dotXSI Importer, I intend to take a deeper look at the exporter code to see what optimizations can be made in regards to this topic...
  4. @@eezstreet -- try CGSociety or TechArtist forums.
  5. No. @@eezstreet's facial animation system will not alter the original game facial animation system...-is... or wirh whatever edits you make). His plan was to add new code that handles bone-based facial animation in a new lip_sync.gla file (character's head/face, etc. are weighted to all-new bones) that is then superimposed onto the _humanoid.gla
  6. I would recommend you use the Max8 skeleton I uploaded in the utilities section (turn off the layers for the bones you don't need-- whether JK2 or JK3 game). ...and when you import a GLM mesh you will need to rescale it to fit the skeleton... because in game they are 64%. So you need to apply a scaling factor of exactly 1.5625.
  7. I would recommend adding cases for the six (6) major facial expressions: Anger Fear Joy Sadness Surprise Disgust ...as well as add a weighting parameter to be percentage amount for the expression (e.g. 50% anger, 100% anger, etc.). So the last frame of the facial expression would equate to 100%... just an idea.
  8. Here's an example of starting out modeling a head using image planes: http://jkhub.org/topic/4260-jan-ors-head-hi-def/ As @@minilogoguy18 stated... I started out with a single quad polygon at the center-brow of the forehead and pulled edges (Shift key + mouse drag a selected edge) down the centerline of the nose on one side only-- since I'm using a symmetry modifier. For the eyes I start with a sphere.
  9. @-- my full 3ds Max character rig will be released for others to use... on the coding side of things, @@eezstreet would need to answer that.
  10. @-- I don't think one would see any visual difference between the /(h)w/ and /w/ phonemes... like in the word pairs: whine / wine which / witch etc. They'll both use the same viseme pose. With my facial rig my goal is to make facial animations (lip-sync and expressions) easier and intuitive with the GUI I have planned. With the approach @@eezstreet layed out in this challenge... the new lip_sync.gla will be appended on top of the _humanoid.gla using the head bone.
  11. Check out this thread: http://jkhub.org/topic/4020-i-present-a-challenge/ ...and this one: http://jkhub.org/topic/4260-jan-ors-head-hi-def/ As soon as I finish the head, I will build a new facial rig that will support lip-synch''ing... having animated viseme poses that will represent the 44+ US-English phonemes (a single viseme may represent more than one phoneme).
  12. Make the animation you want and append it to the protocol Droid's GLA file using ASK's GLAmerge tool.
  13. It is using a symmetry modifier-- the difference is due to the default scene lighting.
  14. @@CaptainCrazy -- you don't think I've captured Mandy's Eur-asian eyelids?
  15. Problem solved by @@AshuraDX. Thanks! He caught that he had put it in a "plug-ins" folder-- rather than the "plugins" folder. So @, let me know if you have questions after reading the readme file on exporter usage.
  16. @ contacted me about problems with the Max2012 64-bit dotXSI exporter not showing up after he installed it on his Windows 8 64-bit system. http://imgur.com/34J7BiT,HKeF1Mh Has anyone else ran into this issue? Anyone using Windows 8? My thought is that Max2012 isn't compatible with Win8... and according to the Max2012 service packs & updates readme file-- it does not list Win8 as a supported OS. @, are you successfully running 3dsMax 2012 in a Windows 7 compatibility mode? Do you have the latest service packs and updates from Autodesk installed? 3dsMax 2014 is the first version that officially supports Windows 8.
  17. Re-working the eyelids... almost there: ...wish I had more free time.
  18. I just noticed that textures may not display properly when using Direct3D. I recommend you change the XSIViewer.cfg properties to use OpenGL to display textures properly. Open the cfg file and change the display to: DISPLAY=OpenGL Or just launch the XSIViewerConfig.exe and choose "OpenGL" then save and exit.
  19. What version of GTKRadiant are you using? Are you using latest release 1.6.4 ( http://icculus.org/gtkradiant/downloads.html#binaries )???
  20. I've only recently started having these issues-- and with only JKhub.org Thanks.
  21. @@Caelum -- it's happening again (intermittently).
  22. I'll let you know if it happens again. Thanks.
  23. It's just the default android browser app called "Web"
  24. It's only jKHub.org that gives me problems-- not any other web address. Android version 2.3.6. AT&T service provider.
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