tFighterPilot Posted October 5, 2003 Share Posted October 5, 2003 It seems to be easier, because every npc can have it's own animations. I think. I don't know. Anyone knows more? Link to comment Share on other sites More sharing options...
razorace Posted October 6, 2003 Share Posted October 6, 2003 Well, animations are doable, we just haven't fully figured them out yet. The primary problem with JK2 was that we didn't have the correct skeleton for the _humaniod model. Link to comment Share on other sites More sharing options...
Wudan Posted October 6, 2003 Share Posted October 6, 2003 Which was solved For JA, there seems to be a way to reference an additional animation file for cutscenes and whatnot, so that should bring some joy to SP mappers. The process for making new anims is the same for JA. Link to comment Share on other sites More sharing options...
Mr PoopyPants Posted October 7, 2003 Share Posted October 7, 2003 Soooooooo, can we expect to see new animations for JA in the near future? Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2003 Share Posted October 7, 2003 Possibly, we still have to wait for the SDK and Wudan still hasn't finished his animation program thingy. Link to comment Share on other sites More sharing options...
CortoCG Posted October 7, 2003 Share Posted October 7, 2003 Ppl was expecting to see new humanoid anims for JO too, and when we finally got them working I didn't see any worthy productions, just very cool attempts to enhance some animations. Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2003 Share Posted October 7, 2003 Yeah, it's simply too complicated to make good animations. Link to comment Share on other sites More sharing options...
Wudan Posted October 7, 2003 Share Posted October 7, 2003 It's really just a process that uber-mod teams are going to want to attempt, but that doesn't mean that people can't try. Yes, I am writing a program to enable people to create new animations without breaking laws or the bank account. Link to comment Share on other sites More sharing options...
CortoCG Posted October 7, 2003 Share Posted October 7, 2003 Thankyouverymuch Wudan, =). Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 7, 2003 Author Share Posted October 7, 2003 Originally posted by CortoCG Ppl was expecting to see new humanoid anims for JO too, and when we finally got them working I didn't see any worthy productions, just very cool attempts to enhance some animations. Yeah, I was the only one doing it. I made two shooting animations, the second was pretty good in my opinion. Making animations was hell of a lot of fun, can't wait until till Wudan would finish his program Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted October 9, 2003 Share Posted October 9, 2003 Yeah, imyourfather was really good at making animations. He was the only person i saw even try... but i wasnt really paying a lot of attention. Link to comment Share on other sites More sharing options...
Wudan Posted October 9, 2003 Share Posted October 9, 2003 *ahem* let's not forget the behind-the-scenes work done by the vigilant few. Dragon Link to comment Share on other sites More sharing options...
Emon Posted October 9, 2003 Share Posted October 9, 2003 It will probably take someone with skill and determination to create animations on par with JO/JA's, because most of them are just damn excellent. But there's no reason your animations have to be excellent, only sufficient. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 10, 2003 Author Share Posted October 10, 2003 I'm not talking about replacing the animations, I'm talking about making new ones, for cutscenes and such. Can't wait till Dragon is finished Link to comment Share on other sites More sharing options...
N3G1@ Posted October 16, 2003 Share Posted October 16, 2003 But there's no reason your animations have to be excellent, only sufficient. I don't agree. This seems the same thing the Raven guys though. They've made many bad animations, and I have many ideas to change them. I'd like to change 'em, and if my father will get me 3dsmax I'll start animating too... But for now only imyourfather made the han solo's and the two handed animations... The question, for now, is if there'll be another GLAtool for JA... I'm not talking about replacing the animations, I'm talking about making new ones, for cutscenes and such. This shouldn't be a problem. If you remember, the only way to play a completely new animations (I mean in a new BOTH slot) was via cutscenes (changing before the anims.h file, if I'm right). The same thing was made from the Ravens staff Which made many different GLA files for many cutscenes... Link to comment Share on other sites More sharing options...
N3G1@ Posted October 19, 2003 Share Posted October 19, 2003 I was thinking that even some vehicles has its own GLA file... I was thinking: once the JA's SDK are out with the new root.xsi, ASK and CortoCG should be able to do the new version for GLAmerge... Am I right? Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 19, 2003 Author Share Posted October 19, 2003 Every vehicle has it's own GLA Link to comment Share on other sites More sharing options...
Wudan Posted October 19, 2003 Share Posted October 19, 2003 Corto has already made a JA skeleton, available at http://www.cortocg.com in his forums. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted October 19, 2003 Share Posted October 19, 2003 hey will that dragon thing allow you to make the animations, or will need 3dsmax still... ? Im just wondering, i cant afford anything like that.. but then again, the size will be pretty big for the animations. Link to comment Share on other sites More sharing options...
Wudan Posted October 19, 2003 Share Posted October 19, 2003 Yeah, Dragon is free and it'll let you make new animations. As you can probably guess, it's not easy to make something as usable as Maya or 3dsm. I'd like to release it upon the unsuspecting populus someday, but I'd also like to make it work better first. I know that I'd have a really extremely small userbase (maybe 10 users) and even after that, if I release something that isn't semi-intuitive and usable, I'd lose every single one and walk away feeling burnt. I've put a lot of time in to this, and I'll put more time in to it just to make it work in a semi-useful fashion. Link to comment Share on other sites More sharing options...
N3G1@ Posted October 21, 2003 Share Posted October 21, 2003 I know. I've downloaded that skeleton, But I've made some animations, and I've exported 'em as XSI (always with the imp/exp provided by raven with the SDK for JK2 used in 3dsmax 4.2) but once I try to import 'em again a message window pops-up and says: <invalid file extension> or something like that, so I think that I'll animate for JK2 until the original root and a new XSI imp/exp will be released... Anyway, a free surely-working (doesn't matter how much it will take to learn it) animation program for JA should be useful... Link to comment Share on other sites More sharing options...
N3G1@ Posted October 22, 2003 Share Posted October 22, 2003 Cool. Last night I've realized that 3dsmax doesn't even import my animations (in XSI format) from jk2's skeleton... Link to comment Share on other sites More sharing options...
Wudan Posted October 22, 2003 Share Posted October 22, 2003 You made them in XSI? Which XSI importer did you use for 3dsm? Did you try running the XSI through carcass to see if it would make the animations? Link to comment Share on other sites More sharing options...
N3G1@ Posted October 22, 2003 Share Posted October 22, 2003 Well, I've used The .dli plugin provided by raven's SDK and The only thing I've tried was importing the root.xsi, making the animations, and exporting the animations (that won't be imported...). I'll try carcass. Thx Link to comment Share on other sites More sharing options...
Wudan Posted October 22, 2003 Share Posted October 22, 2003 After you exported, they were stripped from the .XSI ? From there you need to use carcass to process the XSI (and a .car file) - come to the #jkacoding channel on quakenet, Corto will help you out (or I'll punch him!) Link to comment Share on other sites More sharing options...
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