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Archangel35757

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Everything posted by Archangel35757

  1. Athletic bra supporter.
  2. The JKA models are already set up with the face as a separate mesh from the head... so that works.
  3. Now that's an interesting idea... that would allow you to use morph targets for facial animation in 3dsMax and export result as MD3.
  4. Older Quake3 games have the characters made of vertex animated MD3 files... n'est-ce pas? Under skeletal animations all the vertices still have to undergo transformation matrix operations based on their bone weighting... not sure how memory intensive animated MD3's would be.
  5. I just looked at the repository and the ModView project code files are under the tools folder. So it will need a tweak to allow you to choose an MD3 file to bolt onto a character.
  6. Where specifically? Also, I don't recall... was the source code for modview released? Because modview only allows bolting on .GLM files.
  7. Question: Is it possible to bolt animated MD3 models onto Ghoul2 characters? Or are only .GLM models allowed? For things like cloth I believe MD3's would be better since they are per-Vertex animated objects and thus require no bones. Or would this require a coding change to implement?
  8. Just export as .ASE directly from Max9. Then use the SOF2 ASE to MD3 converter... I'm away from home so @@minilogoguy18 can upload it to the utility files section.
  9. Why do you need to re-import the MD3 into Max7?
  10. @@Psyk0Sith - Did you find the Maxscript MD3 exporter? The pre-Max9 scripts should still work in Max9.
  11. Hopefully MD3 models can be bolted-- I think that would be best method.
  12. I believe so... but @@Psyk0Sith is planning to make a new WIP thread for this...
  13. Yes, but he doesn't want to use skeletal animation... which is why I suggested using per-vertex animated MD3 format... we should be able to bolt MD3's onto Ghoul2 characters, no?
  14. There is an MD3 exporter Script (i.e. MAXScript) that should work in Max9. And there's also this: http://forums.cgsociety.org/showthread.php?t=539453 http://www.quakeunity.com/file=481
  15. @@Psyk0Sith Let us know how it goes-- if you get your MD3 bolted onto the character... I suppose you can use MD3View to view your per-Vertex animations. Perhaps your MD3 animated frame numbers need to be in synch with the .GLA ???
  16. Maybe you could give it a try... Maybe it will work.
  17. What were you trying to do? Has anyone ever attempted to bolt on an animated MD3 model (... of say a cape for example)? Seems like it's doable. Wonder how you'd have the animated MD3 play different anims based on what the character is doing?
  18. What I think you are referring to would be considered Vertex Animated objects... I believe animated MD3 models are vertex animated objects [http://en.m.wikipedia.org/wiki/MD3_(file_format)]. The Ghoul2 Characters are bone-driven deformation animation. So maybe you could try that with the MD3 model format.
  19. Adding a completely new NPC like IG-88 (or creature like a Gundark) and how to customize an NPC behavior class derived from existing class (e.g. use Boba Fett for IG-88?) Also how to add his custom GLA animation file into the game.
  20. You are mistaken. While the current 3dsMax exporter does have some minor deviations out in the 5th or 6th decimal place... they are insignificant and within the allowed tolerance such that the -ignorebasedeviations switch is not required. (Except in the very beginning before the 1st beta release) in all of my test compiles I have not used it.
  21. One thing to remember about importing your .gla file into Blender is that (I think) you'll end up with a key on every frame for each bone-- so you may be introducing .gla compression artifacts into the animation due to the .gla half-precision format. My recommendation is, whether in Blender or after you import an FBX file into 3dsMax or Softimage, delete the keys on the bones between major poses so that the "in-betweens" are governed by the controllers. This should remove any .gla compression artifacts.
  22. Yes. Look here: http://jkhub.org/files/category/1-utilities/
  23. If Dragon saves the animations as a Ghoul2 .gla file, then you can import the .gla into Blender using Mr. Wonko's Blender tools. Once in Blender you can convert it to .FBX and bring it into 3ds Max or Softimage Mod Tool (or just continue to work in Blender).
  24. Good news... care to elaborate for the edification of others?
  25. Just use all of the JO facial bones only... they should be more than sufficient for hi-def facial animations anyway.
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