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Everything posted by Archangel35757
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Mappers: What editor/version do you use, and why?
Archangel35757 replied to Boothand's topic in General Modding Discussions
Has anyone tested out the 3dsMax .map exporter yet? -
I would encourage you to keep working at it. When you go to last frame where the character is in the root pose... select all scene objects while on that last frame and then go under the character tools menu and select "Set skinpose" then do like @@DT85 said (you've imported your noesis file starting on frame 1) go to Frame 0 and then with everything selected select "Assume Skinpose"... the character should snap to the root pose-- set keys at Frame 0 on everything while you have them selected.
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I was not suggesting to manually move the timeline... but the rescale time function method that I suggested does this automatically. I'm not sure how quickly it would work. But assuming skin pose on Frame 0 will work also-- as long as the skin pose was set properly for all objects.
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Try this: 1. Change time range to show -1. 2. Go to the last frame where the root pose is located in your scene... select everything on this frame. Then copy the keys at this frame to frame -1(minus ONE). 3. Go into your Time Configuration Panel and use the Re-scale Time Segment feature to move your entire animation from -1 to whatever to the new start time of 0 to whatever. 4. See 3ds Max help docs on rescaling time.
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My dotXSI exporter assumes the root.xsi pose is on frame 0 for exporting the basepose transforms (where skin modifier is applied). If it is not then you will likely get weird distortions in your animation. So You are exporting one giant file to dotXSI... so you need to copy root.xsi to frame 0 as well. Arms straight out in the T-pose is not the pose you used to bind mesh to bones via skin modifier. So after you copy the root pose to frame 0, change your configuration time settings to start on frame 1... then export.
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For your animations you're exporting with the dotXSI exporter... you mist have the root.xsi pose on frame 0 of your 3daMax animation. When you export, change your time to start on frame 1. When you compile your new GLA... from my testing with @@DT85 's new Assimilate you want your modified root.xsi containing your cape/cloth bones to be at the top of the list... the one on top is the one used to build the hierarchy in my testing.
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Okay well there are 53 bones in the _humanoid_info.text file ( counting from 0 to 52)-- which includes model_root and face.
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Are you not counting model_root and face_always as bones?
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51 bones? Just guessing... but are the missing two the tail bones? They do serve a purpose to keep the buttocks area from collapsing-- but it doesn't appear they were utilized (properly or at all)... but if you watch some of the animations in MODView you can see examples of where the buttocks area is collapsing. Also, I wholeheartedly support your effort, but if I understand... you are converting the _humanoid.gla file using Noesis to get it back into 3dsMax? If so, the downside to this approach is that GLA is a half-precision format (I.e. about 4 decimal places of accuracy) whereas the dotXSI files and Max scene files use single-precision data (about 6-7 decimal places of accuracy)-- or twice as accurate than GLA. This precision loss is intentional and saves on memory at the cost of accuracy. Further, it can also introduce jitter into your animation-- as @@DT85 has experienced. Then when you export your new animations (based on the imported GLA) and compress this again to a new GLA you'll get a second dose of precision loss. At least that is my understanding. A more accurate solution, IMO, would be to import all of the dotXSI animations into 3dsMax and start from there based on the skeleton I uploaded.
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The beatings will continue until morale improves!
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- here is the weblink describing my LNK errors: http://forums.cgsociety.org/showthread.php?f=98&t=1162458 So far nothing has worked to resolve these issues. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Sure... when I get from work today-- but they're pretty cryptive. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update on Max 2013: Everything is good until the Linking stage... then I get two Linker errors that are vexing me! All I can decipher is that it has to do with inappropriately handling a const char*. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- Yes, 2013 plugins are compatible with 3ds Max 2014 (both use the same SDK version). -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Max2012 x64 plugin has been validated as working properly. I will be working on the the Max2013 x64 plugin and it's unicode conversion. -
Ok... trying to migrate things to my newer Windows workstation, and it's been many years since I installed JKA, GtkRadiant, SDK tools, etc. and I need help setting things up cleanly and efficiently. Alas, I've forgotten... So far I've installed JKA to the defaut folder: C\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy Likewise for GtkRadiant 1.5 and the SDK MP tools. My question now is... on my old PC I had attempted to extract all the game assets to D:\base and mod out of that directory... but from the looks of it I just gave up and also extracted all the assets*.pk3 files into the default folder: C\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy ...but is this the best, cleanest method? How, and where should I extract all the assets? default C:\... or D:\base -- what's best practice? If D:\base, How do you then change paths to get Radiant to use assets from D:\base Thanks!
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: Just finished compiling the 3ds Max 2012 64-bit plugin... do I have any 3ds Max 2012 x64 users out there to try it out for me??? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: Major overhaul to the Morpher modifier in 3ds Max 2012... why is it always complicated? -
character HUMANOID SKEL PLAYER: Kyle Katarn
Archangel35757 replied to Tempust85's topic in Dark Forces II Mod
looking better... In my opinion, and in my recollection of the in-game cutscenes, his sleeves were a little more blousey/pouffy... like a combination of the upper sleeves of jedi_hm torso_a1 and the lower portion of sleeves from torso_f1. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
I just returned from TDY and have had the chance to verify that this issue also causes XSI Viewer and XSI Mod Tool to fail in opening the dotXSI file. I hate that I introduced this error-- by using the Max Scene File name within these templates (SI_FileInfo, SI_Scene, SI_MaterialLibrary, and SI_EnvelopeList). I will look into writing some code that will search the string and replace white spaces with underscores (that will solve it). For now, the workaround would be to not name your 3ds Max scenes with spaces in their names-- which I thought was pretty standard practice anyways... :unsure: -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
Every college I know of has a policy allowing you to drop/withdraw from a class... ...if Autodesk cancels 3ds Max, then I'll just use the latest version I have at that time. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
@@minilogoguy18 -- Well, have you ever tried Lightwave? -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
@@eezstreet -- not sure what your point was... My point was that many people on this site are students (and even if you are not a student-- you can go register for a class and...) ...qualify to buy several thousands worth of software for hundreds instead. The software isn't limited or watermarked... just can't be used for commercial purposes.