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Posts posted by Corto
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I would love to see a map from the interior of a star destroyer made by him. From the main docking hangar to the bridge. The skyline with the front of the star destroyer peeking out the bridge window would be breathtaking. Yes, I'm old and I got tired of exotic locales I haven't seen in the movies.
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2:21 Mindfuck. Are you this is stock JA engine?
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By ToR you mean, The Old Republic? You mean the game that looks like the bastard son of KotOR and Team Fortress 2? I have installed, played it an hour or so and got fed up with it, the controls and the general theme. It's clear that they made it for little kids there.
Setlec and Mysterious Stranger like this -
What the hell are you lot on about? :/
And yes, yes it did. Fail.
I'm sorry, off topic to me is like squirrels to dogs. I have no idea why I'm barking, I'm just barking.
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moondog is full of shit
that is all
That's the official story. Only and idiot believes the official story. What's the real story?
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Here's another one. Yours may probably qualify in the top 10 weirdest posts.
DT. likes this -
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Well, if you need assets when I start making them for a little something something I'm working on I will gladly share them with you guys once I got them finished. Maybe Minilogo feels the same, I won't speak for him.
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Sounds like a full time job.
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I've seen the dev diaries. I really like what you guy are doing with the game. I still can believe modders and independent developers have a better understanding of Star Wars and have better ideas than professional studios. Star Wars is not only about the look, but more about the feel and the ambience.
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Why has it been released? Is it not being worked on anymore?
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The frames are taken from the configuration file you have to build before starting the compile process. Each file is listed with the starting and ending frame inside of that file. That's how the batch compiled everything, Raven didn't compile and the merged all the gla files.
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Honestly, I would have to run a few tests to answer you that. But as far as I remember, they compiled all the animations using a configuration file where all the files that had to be compiled into one .gla where listed. So perhaps, as long as the first file, the root.xsi file, has the refpose the next files don't need it. This is just a guess. I know GLA Merge needs the first frame to be the base pose because that's how the program ASk made knows where to cut and paste (so to speak). Carcass certainly doesn't need it, since it only compiles data (it doesn't know if the frame 0 has the correct basepose or not). The .gla file needs the first frame to be the basepose and the .glm files must be created using the same basepose to match.
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Go ahead and upload it.
Master Ridley and eezstreet like this -
I doubt it. The skeleton itself is no more than a hierarchy of null objects. His rig depends exclusively on Mod Tools/Sofimage own rigging tools and control objects. Unless Crosswalk translates, somehow, his work into Max's equivalent, I don't think it's going to work. The best bet would be to reproduce what he has done using Max own rigging tools.
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Yeah no baking is needed, I confirmed that the other day using Keshire's rig.
Ok it looks like your pelvis isn't having any position data written out. Make sure your pelvis bone is 'position constrained' to your rig's pelvis equivelant. Also, don't forget to make sure your motion bone stays perfectly still during any animation.
Don't forget - Ghoul2 doesn't allow you to have a 1:1 copy of your animation, so you may get some small anomalies (ie finger/face twitching, etc).
The thing with the 1:1 animation is because of the rounding they have after you compile the animations I believe. Sometimes the problems aren't noticeable, but sometimes they are and a lot.
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Nice! The thing with the basepose at frame 0 is that animations are calculated in relation to that base pose. Is not a shortcoming of the ghoul2 system but something that even with today's mocap equipment they have to do. They usually start every mocap session standing in the reference (Da Vinci) pose.
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Some people open the weirdest of topics...
Circa likes this -
I'm gonna jump in the same wagon as Mini and Bot. You are showing enough skill to let me think you can almost accomplish a level of quality near to the reference picture. So far it's far from that. One piece of advice, I know this is just a very early WIP, but for the future, don't compromise accuracy for speed. Take your time, but do it right. I want to see who this turns out. You have too really good mappers around here to help you, Moondog and Szico.
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We'll have to open a "Animating with Mod Tool" specific topic, with the video tutorials we consider most appropriate for the subject.
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Looks better.
ChalklYne likes this -
I thought the only thing that wasn't working out for you was the dotxsi exporting part from Mod Tools. Hence my answer. Never mind then.
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I was talking about Mod Tools, not 3dsmax.
Republic Commando Sniper Scope
in WIPs, Teasers & Releases
Posted
Can I also suggest you do a radial blur to the mask that represents the scope tube? Right now is scissors cut, make if fade away so it looks like you are not making focus on the edge of the scope.