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  1. Version 20190822

    1,328 downloads

    This is a Blender 2.80+ update to my 2.79 port: https://jkhub.org/files/file/3521-blender-279-jedi-academy-plugin-suite/ NOTE: Blender 2.80 significantly changed the plugin API and at the moment only GLM import and export is confirmed to be working. If anyone out there uses any other features (ASE, ROFF, et.) in this plugin suite, feel free to contact me on discord (Cagelight#6790) and I'll look into porting it but no guarantees, you are also free to port it yourself and create a pull request on the github. This project is on github here.
  2. 48 downloads

    Partial IK (No Hand IK) rig using Kyle as a base Blender 2.93 (Should be backwards with 2.8) Layer 1 has the Bone Controls Layer 2 has a IK to FK Slider No Lighsabers as I need to figure that out (go an idea just need to try it), also as above there is no hand IK if this is something people want/need I can look at setting it up. This has not been tested at all other than me moving kyle about using the controllers Any and all feedback welcome, Either here or Discord. Rig Generated By Auto IK Rigger Discord: TumnusB#4019
  3. Version 1.029Beta

    58 downloads

    This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. See the included documentation for history and usage. Version 1.029Beta works for 3ds Max 5 and later... (Not compatible with Gmax)
  4. Version 1.0

    198 downloads

    This is a Model (.emdl) file containing the Jedi Outcast skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. As far as I know there was no skeleton for JK2 for Softimage so I took my JA skeleton and added in the necessary bones. To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers. I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups... tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them. do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers. After your model is set up properly just branch select (middle click) model_root and export. Enjoy!
  5. Version 1.9 Beta1

    152 downloads

    This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions. This plugin will also work in 3ds Max 2016.
  6. Version 1.9 Beta1

    90 downloads

    This plugin exports a Softimage dotXSI 3.0 file. The 64-bit plugin will also work in 3ds Max 2014 (Note: there is no 32-bit version of 3ds Max 2014 or later).
  7. Version 1.9 Beta0

    38 downloads

    This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions.
  8. Version 2.00 Beta R1

    111 downloads

    See the included readme files within the zip file. Put the "MissingBitmap.png" texture in your 3ds Max "images" folder. Please report any bugs or crashes in the dotXSI Import WIP thread here: http://jkhub.org/topic/3297-dotxsi-3035-importer-for-3ds-max-gmax/page-4 Post any questions in the same thread above.
  9. Version 0.5 Beta

    83 downloads

    This Maxscript file is intended to be used in conjunction with the Softimage v1.7 dotXSI Importer Plug-in for Max 6, 7, and 8. Usage: After importing a dotXSI file with the Softimage plug-in, run this script to fix issues with imported scene. What this script does: 1. It removes duplicate nodes within the skeleton hierarchy (i.e., descendants of $skeleton_root). 2. Strips out any Softimage "Davinci" prefix from node names. 3. Strips out "B:" from model_root node name. 4. Fixes the pivots and animations for Dummy objects to be in +Z up 3ds Max coordinate system, instead of the Softimage +Y up coordinate system. 5. Shifts animation to start on frame 1 (rather than as imported on frame 0). This is necessary because the root skin pose MUST be on frame 0 to work with the newer exporters. 6. These fixes make the corrected files compatible for use with the newer dotXSI v1.8 and later exporter plug-ins. What this script does not do: It does not restore skin weights, or do anything with the imported geometry. Use my other scripts for that! You'll also need to manually merge in the root pose on frame 0 if you want to re-export the dotXSI animation. P.S. -- my motivation for writing this script was to get some troublesome dotXSI files to import into 3ds Max correctly. If you have any questions-- just ask.
  10. Version (v1.0)

    1,481 downloads

    These are the source files to the game released by Raven software, all files are as is and are in dotXSI 3.0 and 3.5 format. No cinematic animation sources are included but everything in the _humnaoid.gla file, all base humanoid models and all non-humanoids plus their animations. Jedi Academy Player XSI Files May 3rd, 2004 These files are released "as is" and are unsupported by Raven Software, Activision or LucasArts. Star Wars® Jedi Knight® : Jedi Academy™: © 2003 LucasArts Entertainment Company LLC. © 2003 Lucasfilm Ltd. & TM or ® as indicated. All rights reserved. Used Under Authorization. LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. Any use of any of the materials on this site other than for private, non-commercial viewing purposes is strictly prohibited.
  11. Version (v1.0)

    470 downloads

    JK2/JKA Map Models (v1.0) Image Reference Library by Szico VII May 13th 2013 ===================== CREATED BY Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com AIM: Szico VII http://www.jkhub.org ===================== Map Models - Screenshot Reference Library (v1.0) for JK2/JKA Size: 51.78MB =========== Description =========== This is a complete compressed (.zip) file containing screenshot references of all the JK2 and JKA model assets, located in the base/models/map_objects folder. This should make it easier for modders of the game to browse the models and decide which to use without manually loading each and every model in radiant to check. You should unzip the entire library to your computer so you can utilise your OS's inbuilt thumbnail viewer. =========== Notes =========== - Some models are broken - i.e they are missing texture assets. These are clearly labelled. - Some models are for JK2 only, so you will need the JK2 asset files for the models to display correctly. - The above also applies to JK3. - Some screenshots were taken ingame to better illustrate their ingame appearance, so if they appear differently in radiant do not be alarmed. - Any model with a _b suffix in its name was designed for use as a misc_model_static. It is otherwise identical to its normal counterpart, so there are no screenshots of these models. --------------------------------------------------------------------------------- IMPORTANT!!!! --------------------------------------------------------------------------------- I spent a great deal of time compiling this library together so please leave credit if you find it useful in your projects! You may not redistribute these images or use them for anything other than personal use only. NO ELEMENTS OF THIS FILE CAN BE RIPPED! ================================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS. ================================================================================== ~Szico VII~
  12. 1,088 downloads

    This is a Model (.emdl) file containing the Jedi Academy skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. Before there was a skeleton made of 2d/3d bone chains but it had a lot of unecesarry objects, mainly the chain roots and effectors, this file is much more simple and just as simple to understand if not more so. To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers. I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups... tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them. do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers. After your model is set up properly just branch select (middle click) model_root and export. Enjoy!
  13. Version BETA

    1,481 downloads

    This is a custom biped rig I made in Softimage Mod Tool 7.5 to make animations for Star Wars Jedi Knight: Jedi Academy and Jedi Knight II: Jedi Outcast. This rig uses a highly complex set of constrained controllers, animated parameters and linked expressions to achieve realistic movement without having to pose every bone 1 at a time. You will need some knowledge of Softimage to fully utilize this biped as the file alone wont make you a master animator overnight. To see a video tutorial on how this is used to make a working animation in Jedi Academy look here... http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/ If you want the model to load with textures applied the scene will look for them in C:/base/models/players/kyle/
  14. RichW

    Noesis

    Version (v4.0999)

    2,796 downloads

    Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids. This program has an inbuilt auto-update option which is recommended you utilize to get the most up-to-date fixes.
  15. Version 1.0

    715 downloads

    *************************** JEDI KNIGHT III ANIMATION *************************** Title : FBX HUMANOID ANIMATION Author : Asgarath83 E-Mail : Please PM me in JKHUB forum. File Name : JKA_FBX_ANIMATION.ZIP File Size : 52.5 MB Date Released : 10/11/2013 Description: i work for a 1 week, about that, for make a favour to a friend, like a robot! -.- that'was.... terrific! argh! terrific! I not wanna more redo a similar mechanic thing! I imported 1700 XSI files into 3d studio max and converted manually, one by one, into filmbox! so you can understand my pain, people! This package contain: - ALL the humanoid animation of JKA, except BOTH_A1_SPECIAl, because my 3d studio max crash when i try to convert into FBX, and another lot of animations. is not a great damage about the last missing, because are specular animation: some left side animation crash in conversion to FBX, so i have imported only the right side animation. well, is not a disaster i suppose is possible do something like a mirror or a join of animation for rebuild the original left missing animation. Some program allow to combine 2 animation for generate another, so you can resolve that's issue, i am sorry for thats trouble. However, here yu can have 1700 animation! all kata, sword combat, force power, cinematic animation of default that yu can see on ModelView. The original animation was maked with shapes, not bones, and the shapes are named with a code called something like DaVinci_NullBones:"nameofbone" i never understood why raven making that, is not much friendly use... However. here you have the JKA humanoid animation, NOT the NON humanoid, or droid animation, understood? All converted in Filmbox format. Filmbox are maked and exported with filmbox plugin of 3d studio max 5 a years ago, when i was working about a game for unity 3d. that's animation can be used for blender, but i not use much blender so i not know exactly how you can do that, or for unity 3d or every other engine or program that support FBX format. If yu are making a game on unity3d, you can use the animation package for quickly make the animation of your characters, attack etc etc. you need simply to put into the folder humanenemy of unity3d all animation and the skeleton. - Yes, the file contains also the JKA SKELETON. but is a modified skeleton. all bones are unlinked by the hierarchy. there 's an hierarchy of all shapes, simmetric with the hierarchy of animation fbx files. Every shapes has like parent the bones with the same name. So in that's skeleton what happen: 1 you can do a rig and weight of your character with my custom skeleton 2: you can use your character into unity3d putting in a folder called with name of NPC and naming the Filmbox exported character with humanenemy.fbx name. 3: if you had put the humanenemy default folder of unity3d with the skeleton, now, the your character can manage the JKA animation into unity engine and can move! NOTE READ THAT: that can function only if you unlink the XSIsceneroot shapes by the mesh_root helper of jKA skeleton, as i linked into the skeleton. i taked the Xsisceneroot linked to the mesh_root for close the hierarchy, but in unity engine, animation for work need this unlink. This skeleton WORK ALSO FOR JKA: if you make a character and use that skeleton for weight or right, carcass convert in glm, and you can use however character in game. Installation: anyone: just put the zip file into the import folder of your engine or graphical program and extract all package. after, import the filmbox file you need. File content: - The Jedi Academy humanoid skeleton - The Raven humanoid animation. * Copyright / Permissions * JKA humanoid skeleton download by the oooold Psykopat 3d modelling site. http://psyko3d.50webs.com/tuts.html Animation are download by filefront: is the Raven software package of humanoid animation. You can download also here: http://jkhub.org/files/file/1586-animation-and-model-source-files-raven-software/ That's animation are really open source. Also all my release, you are FREE to use without contact me, or ask me permission. Credits are not necessary in that case, but if you credit me i am very happy. Copyrights: These files are released "as is" and are unsupported by Raven Software, Activision or LucasArts. Star Wars® Jedi Knight® : Jedi Academy™: © 2003 LucasArts Entertainment Company LLC. © 2003 Lucasfilm Ltd. & TM or ® as indicated. All rights reserved. Used Under Authorization. LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. Any use of any of the materials on this site other than for private, non-commercial viewing purposes is strictly prohibited. THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & © LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
  16. Version 2.0

    211 downloads

    *************************************************** JEDI KNIGHT III : JEDI ACADEMY UTILITY *************************************************** Title : Maya 2014 Jedi Academy Skeleton + Tags Author : DT File Name : DT_JKA_Skeleton.zip File Size : 232 KB Date Released : March 20, 2014 Description: ---------------------------------------------------------------------- Maya 2014 Jedi Academy Skeleton with Tags. This is intended to be used with Noesis. The tags are weighted, but unlinked as there is no character model included. Scene units are in inches, and the up axis is Z. Included are both binary & ascii versions. Be sure you export with Z axis up in the FBX export options. Known Bugs: None Please let me know of any issues, and I'll try to fix them but I know next to nothing about Maya. ====================================================================== THIS UTILITY IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  17. Version Beta v.9

    176 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.
  18. Version 1.0

    403 downloads

    ************************************** * MD3 Exporter for 3ds Max 2012 * ************************************** Original Code: Pop'N'Fresh Code edits: DT, Darth Martyr Recompile for 2012 SDK: Darth Martyr Date: 19th February 2014 Max versions Supported: 2012 32bit & 64bit Installation: ************** For 32bit: Place MD3_Export2012.dle in your 3ds Max 'plugins' folder. For 64bit: Place MD3_Export2012_x64.dle in your 3ds Max 'plugins' folder. Exporting: *********** - make your model - texture it and apply your texture using the 'standard' material only. - make sure the texture folder has 'models' in it (see below for example). - export it with 'smart paths' checked, and make sure the destination folder has 'models' in it (see below for example). - for a static model (no animation) just put a '0' in for 'following frames'. (example: 'models\map_objects\MD3OBJ')
  19. Version 3.6.2

    362 downloads

    The XSI Viewer is a visualization tool for dotXSI files. It supports dotXSI 3.0, 3.5 and 3.6 in both the text and binary compressed format. The XSI Viewer can load one or more files and display a subset of their content using either OpenGL or DirectX. It's usually used as an interactive content validation tool, a pre-visualization tool or as a 3D prototyping tool. When viewing animations, you need to turn off Subframe Interpolation... or else you might see errorneous pops in your animation as it loops. See the included readme file for installation instructions.
  20. Version 0.2.2

    183 downloads

    The FBX to Ghoul 2 converter takes an FBX model and converts it to the GLM model format used by Jedi Knight 2 and Jedi Academy. The FBX model format is widely supported by the majority of 3D modeling programs and so this will allow the largest number of modelers to create models for the Jedi Knight games. This tool allows you to convert static models as well as animated models (which use an existing GLA skeleton). If you have any questions, comments, improvements or want to report bugs, head towards the thread for this converter at http://jkhub.org/topic/2457-fbx-to-glm-converter/. Thanks Alex
  21. Version (Beta)

    42 downloads

    This is my first beta version for my 3ds Max ROFF v2 (.ROF) exporter. This exporter generates a .ROF file which is used for brush Model animations via Icarus Scripting. Place the .dle plugin in your \plugins folder. See the tutorial and other info that is posted in my WIP: ROFF Exporter thread in the Coding & Scripting section. *This plugin will only work for 3ds Max 6, 7, or 8. You can find a link to 30-day trial versions for 3ds Max 6, 7, or 8 Interested parties can find downloads for 3ds Max 6, 7, or 8 30-day Trials at modacity.net at this link: http://files.modacity.net/software/3dsmax/ You must apply the Origin.jpg GtkRadiant shader as the Diffuse map texture (using Standard Material) to the Scene Object. To create notes... you'll need to refer to the 3dsMax help docs. Just select your node and go to TrackView... then switch to DopeSheet mode. With the node still selected in DopeSheet mode, select the menu: Tracks > NoteTrack > Add. Then add your note keys (following the tutorial and info in the WIP thread). when you're done... just export to .ROF. Please post your results. Thanks.
  22. Version 1.030 Beta

    117 downloads

    This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.030 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. There are a few issues with the script but it suffices to import in the animation and save it to a 3ds Max file for later retargeting of the animation onto any 3ds Max skeleton rig. See the included documentation for history and usage. Version 1.030Beta breaks compatibility for Gmax, 3ds Max 5.1 and earlier (a version is in work to restore broken compatibility).
  23. Version 1.9 Beta0

    31 downloads

    See the included readme file for more details and usage instructions.
  24. Version (v1.2)

    35 downloads

    ************************************************** JEDI KNIGHT III : JEDI ACADEMY UTILITY ************************************************** Title : Maya 4.5 dotXSI 3.x Exporter Author : Unknown File Name : dotXSI4Maya45_121.zip File Size : 132 KB Date Released : March 21, 2014 Description: ---------------------------------------------------------------------- Maya 4.5 dotXSI 3.x Exporter. This was a hard find, but hopefully someone has use for it. This is as-is with no support and is untested because it's so old. If you're able to use this plugin, I'd like to hear if it actually works. ====================================================================== THIS UTILITY IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  25. Version 1.029 Beta

    68 downloads

    This Gmax MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software. See the included documentation for history and usage. Version 1.029Beta works for Gmax only (a version is in work to restore broken compatibility for Max 5).
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