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Wild-Wing

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now some are going to right off the bat tell me no way. well i just downloaded the latest NWMax for 3ds Max 7.0 and extracted HK-47 model and clicked on one of those green boxes and saw on the timeline animation marks. i just wanted to tell those that want to know

EDIT:

So far it just seems hk-47,t-3m4 has the animations

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Yes most models can decompile with there animations , it’s a mater of recompiling them .. WE CAN’T because our only Model compiling softwear , can’t.

 

A perfect example for you are sabers, decompile with anims, and import with anims, then select the saber dummy and hit play to watch the saber spin around in your view port, now you modify it replace it or not… and export it. The only way to make the blades and animations function is the replacer tool that copies the new model over from the new file and replaces the old hilts mesh. Using the original anims , we can’t break this cycle. Just like we can’t produce multi mesh saber hilts. And We can’t compile New animations.

 

svösh

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I don't think Svosh put anyone down at all. Being undoubtedly the most talented modeler in the community, I imagine that inane modeling questions get under his skin more than anyone elses. Especially those that have been addressed repeatedly...in the gazillion other threads that have sprung up over the last week re: roughly the same topic.

 

This is a great community and the more modders the better. It would be nice if noobs spent a little more time reading the forums and a little less time trying to tell the veterans what should or shouldn't be possible. West-wing seems like he/she knows his/her way around max, however Svosh didn't post anything that someone who took the time to read the mdlops readme couldn't have figured out on their own.

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Hello all,

 

The problem with animations right now is that almost all of them have a rotation that I don't know how to interpret yet.

 

If you extract a model and watch the animations in gmax you will almost always see one piece of the model rotate the wrong way, or not at all, or worse it flies completely off the model.

 

If you want a good laugh watch the large rancor animations.

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Hello all,

 

The problem with animations right now is that almost all of them have a rotation that I don't know how to interpret yet.

 

If you extract a model and watch the animations in gmax you will almost always see one piece of the model rotate the wrong way, or not at all, or worse it flies completely off the model.

 

If you want a good laugh watch the large rancor animations.

 

Back in April, I think I figured out how some of the rotations are done; they are apparently using Quaternions (http://mathworld.wolfram.com/Quaternion.html and http://en.wikipedia.org/wiki/Quaternion). The problem is that they're represented in the data in an odd manner. Trial and error editing of the footlocker and door models has been revealing how this is implemented, (if you looked at the sample m02aa.mod on the Kotor Tool thread, you can see an example), but there appear to be several more styles that do not match what cchargin and I have worked out so far. Believe me, it's harder to figure out than most, as there even seems to be redudant, albeit useless, data contained in the models. Quite the pain!

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