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Everything posted by Archangel35757
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Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
Go sign up for a class at your local community college... ...then BAM! You're a student. Still a good deal... plus you'll learn something. Sign up for the 3D modeling class and use your new software! -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
No watermarks, and perpetual license-- ~ $250 http://www.academicsuperstore.com/products/Autodesk/Entertainment+Creation+Suite/1561755 http://www.studica.com/us/en/Autodesk-For-Students/autodesk-entertainment-creation-suite-ultimate-2014-student/793f1-93818c-1001.html Now that's a great deal!!! -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
This is just one example: http://forums.autodesk.com/t5/3ds-Max-3ds-Max-Design-General/Limitations-of-32-bit-version-of-3ds-Max-9/td-p/4023167 Also, this may be of interest to 32-bit users running a 64-bit OS... http://www.maketecheasier.com/increase-memory-limit-for-32-bit-applications-in-windows-64-bit-os/ Using fumeFX, pFlow, and other simple simulations... I've run into memory issues on my old 32-bit PC that had 3GB of RAM. I guess if you're only going to model game objects and low polygon characters... it wouldn't be an issue. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
In more current releases... it's just not practical to run 32-bit versions due to the ~4GB limitations. There have been some great improvements-- in recent versions: viewport canvas, iRay GPU renderer, etc. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
You're wrong. Only the FREE 3-yr license expires. Students can buy permanent, full-version licenses for the Autodesk suite for about $300... and the license is permanent. You can buy a permanent commercial license today and NOT buy a subscription to maintenance (and your limited support will expire after one year-- subscriptions are not required). If you do buy a subscription, your license will continue to work should you choose not to renew your subscription to updates and add-on features. Your license will be a permanent, indefinite (i.e., never-expiring) commercial license. I know... because I have a subscription for my 3ds Max commercial license. -
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Came up with this in a 10 sec Google search (I type slow)... http://www.3dtotal.com/index_tutorial_detailed.php?id=1095#.UxeMue5Z62I
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Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
@@eezstreet -- What was false about my statement? It connects to the Autodesk server for license activation-- ONCE. When it sends you back the activation code and you activate your license... you could cancel your internet and continue to run your software. Read #10: http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=3970195 ...and then read #9. Edit: I do concur with your last paragraph. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
@@eezstreet, @@DT85 -- The license resides on your own PC, or your own license server if you set it up as a networked license server (which means it's node-locked to your PC acting as your server). Once you activate the license... it only depends on your computers-- you are NOT communicating with some Autodesk license server. And even if you uninstall the software it does not uninstall the license... so if you had to reinstall it you should be OK (definitely archive your activation code). If Autodesk went away entirely-- as long as your current license is activated (...and is a permanent license), you can continue to run your software to infinity (or as long as your computer lives). Folks that will have issues will be those running the Free, full-versioned student license from Autodesk Education Community which is only a 3-yr license. However a student can buy a Full-version, permanent license of Autodesk Creative suite that includes: Maya, 3ds Max, Softimage, Motionbuilder, Mudbox, etc. for just a few hundred dollars. And as long as you activate the license (before Softimage goes away) then you can run it indefinitely. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
What's with the paranoia??? You have a permanent, indefinite (I.e., never-expiring) license. If 3ds Max died tomorrow... your license would continue to work for as long as your computer does... same goes for Softimage. I would only suggest you download and archive all the latest updates for your version. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
@@minilogoguy18 -- well I don't know about yours but my licenses say permanent/indefinite... so I can conitinue to use 3ds Max as my favorite software. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
I doubt they will drop 3ds Max... they will likely keep both it and Maya. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
@@minilogoguy18 -- you have IK chains created automatically as you make a bone chain. -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
If I'm not mistaken CAT was written specifically as a 3ds Max plugin from the get go... by a guy named Phil Taylor (who worked at Softimage?). -
Autodesk Softimage to be discontinued
Archangel35757 replied to Xycaleth's topic in General Modding Discussions
Sad news... Better download all your updates and archive them. -
The belt seems a tad low and just sitting on his hips... like it is lacking a cinched-up look... with underlying clothing showing cinching/Puckering.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith -- I will need to revise the Readme file to explain that the 3dsMax scene names cannot use spaces (instead use the underscore _ symbol). This is because I use the Max scene name as the projectName in the SI_FileInfo template, as well as for the name of the Material Library template. Edit: ...and apparently the template parameters can't handle spaces. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith (and any other 64-bit user that is having failures trying to load the new dotXSI plugins during 3dsMax startup) Try this: Rename the XSIFtk.dll to it's original name: Crosswalk_3.3.64.dll ...and please post if that works for you. Thanks. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
An easier solution would just be to tell people in the ReadMe file that scene file names cannot have spaces-- instead use underscores. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 -- how did you manage to figure out that not-so-obvious solution? I guess that is due because I now use the same filename in the dark XSI file as the project name and material library name... probably does not like spaces. @@Circa or @@AshuraDX -- My 3dsMax8 skeleton is uploaded & awaiting approval. @@DT85 -- edited my response. -
Version Beta v.9
201 downloads
The JK3 skeleton(s) that are floating around out in cyberspace have had some bones accidently moved; and other bone transform errors when compiling with Carcass and combining originally released dotXSI animations. Some of these errors (that are fixed by this skeleton) don't manifest when you compile against the existing _humanoid.gla. Pedigree: This skeleton was first created by importing the released JO Kyle root.xsi file using Raven's 3ds Max 5 importer (which automatically creates Max Bones). Then using the Luke JA root.xsi file, I incorporated the left and right tail bones. I then fixed the spine bones lengths (pelvis and thoracic) to appear as a continuous chain. I incorporated the JKA "face_always" dummy... and relinked all the facial bones to match the correct order. I then had to fix the left and right eye basepose transforms due to carcass errors (solved by adding root nulls and making eye bone transforms match the released root.xsi values). Added bolts and had to fix Stupidtriangle_off... (I really can't recall what I did to fix it-- I know I skinned it to only a single bone). I know this skeleton works... it has been tested to compile a new root.xsi as well as taking this new root.xsi and combining it with original dotXSI animations to verify all goes well with Carcass. This skeleton, or a future update, will serve as the basis for my advanced character rig. I also plan to make a simple IK rig using only the JA facial bones. Currently this skeleton includes the SOF2 facial bones that are inherent in the JO root.xsi file. I plan to use all of these facial bones in the facial rig of my advanced character rig. So for the purposes of compiling JKA models you should select the JO and SOF2 bone layers and hide them... so that you don't accidently weight anything to them. Be sure to do an "Export Select" when you export your dotXSI. The purple bones are JA unique bones (i.e., the rtail and ltail bones). The yellow bones are the JO unique bones. The cyan bones are common to both JO-JA skeletons. The pink bones are the motion and hang/hand tag bones. The magenta bones are the SoF2 facial bones. NOTE: This skeleton will eventually be released as a 3ds Max 6 file for those still using 3ds Max 6 (...I haven't forgotten about you! ). And the color scheme may change in the future. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: Both @@DT85 and I have extensively tested the 3ds Max 8 dotXSI 3.0 exporter and everything works. ...However, with the latest plugin @@Mark Lubbers is telling me that he is now getting an error from Carcass for his Stupidtriangle_off (...and this doesn't occur with the previous Max6 beta plugin). The Carcass error states: I suggested he delete the Skin modifier and re-apply it and re-weight the 3 vertices... but Mark reports he's getting the same error. So I loaded up @@Psyk0Sith's jedi_malak root pose in Max 8 and exported and it compiles fine for me in Carcass (also compiled with some original animations: walk, run, attack, death) and all plays perfectly in ModView (G2 Skin automatic creation worked too). @@Mark Lubbers let's track your issue here in this thread until we find a resolution. Does anyone have any suggestions? Is it possible you have a duplicate vert? Are you weighting them 100% to one bone? -
So are normal maps for characters fully implemented now using rend2?
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character CUSTOM SKEL NPC: Mailoc
Archangel35757 replied to Archangel35757's topic in Dark Forces II Mod
The wiki says they can also bite you with their teeth... I'm just thinking these these could be pimped-up a little bit... by having a poison effect from either a teeth bite or the tail (like a scorpion...) that would give you the poison/injection effect like the probe droid)... also I think they should fly a bit faster -- not quite as fast as hummingbirds though, but faster than a meandering bumble bee. Also, from what I recall from the game, if you snuck up on them... you'd find them stationary until you triggered there motion ( I don't even think their wings were beating)... *Edited my reply. -
character CUSTOM SKEL NPC: Mailoc
Archangel35757 replied to Archangel35757's topic in Dark Forces II Mod
What was the effect in-game? Just melee damage and then you die?