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Animations cracked!


cchargin

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Hello all,

 

Just when you think you have more time, poof, it vanishes.

 

OK, so due to lack of time and the fact that testing animations is beyond me, I am making an alpha version of MDLOps available here.

 

Anyone that wants to try it out and let me know what works and what doesn't can find it at:

http://cchargin.home.comcast.net/kotor/mdlops0-6alpha4.zip

 

--<<** WARNING **>>--

This is an ALPHA! That means there is a chance that models made with it can CRASH kotor! I have seen at least 1 occasion where kotor crashed so hard I had to power-cycle my machine. If crashing your machine or kotor worries you do NOT use this!

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Joy of joys! :emodanc:

 

Can't make an omlet without crashing a few computers.. hehehe

 

I'll try to put this puppy to work soon, I have my 'puter stuff backed up :D

 

I've gotta finish up my mod first (hopefully by the weekend), or I'll get killed to death, but after that I've got a clean slate ;)

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Awesome, Excelent work.

 

Is it possible to import the animations into say..3ds MAX? or can you only create new ones?

 

Yes you can import the animations, But you'll need "NWMax 0.8 3ds max v6 Installer" That'll also work for 3d Studio max V8 as well. You can download it here at DragonLance Adventures.. Don't use the G-max version - it will hang trying to import over to 3ds max...

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Is it possible now to have different animations for the different saber forms? That would make my day.

 

From what I understand, not all of the animations are going to work correctlly. cchargin had just released an "alpha version" of mdlops, but because he called it an alpha, is becase it's very dodgy, experiential, not fully tested. There's still allot more to crack.

 

I have no Idea on what to expect on the lightsaber animations. Don't know if those are comimg from the lightsaber, or the body model

 

I've noticed with it, that Bastila's head model has all or some of the animations working, but the body model is still frozen. Some, or most, or all of the Play character models still have no animation imported over.

 

HK-47 works like a charm, but T3-M4 has problems. There are just a few animations working with that model but it looks like they're not completed.

 

Mission Veo's head mdl works, but not the body.

Well So far those are the only models I've imported over to 3ds max 8, and I have not yet modifed, or exported them out to see if kotor will play them..

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Hello all,

 

There also seems to be a problem with some models that have rotations around unit vectors (<1, 0, 0>, <0, 1, 0>, and <0, 0, 1>) that I've noticed.
Can you give me an example?

 

I don't think you can extract animation. Not yet.
That is what is being tested with this alpha release of MDLOps, import and export of animations.

 

I've noticed with it, that Bastila's head model has all or some of the animations working, but the body model is still frozen. Some, or most, or all of the Play character models still have no animation imported over.
Ah yes. OK, the player animations work a bit different. All of the player models inherit their animations from supermodels. For example if you were to trace the supermodel tree for Mission it would be:

P_MissionBB -> S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01

 

So, all of the player animations are in the s_female and s_male models. You have to modify these models to change player and party animations.

 

All other models (droids, creatures, Malak, etc...) have the animations built in.

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Built in the .mdl-ANSII? how do we get it to animate into 3DS max then?

For models with built in animations you convert to ascii, load into max and click the play button.

 

For player and party models, unfortunately max does not understand the supermodel system used by kotor. So if you wanted to actually see a skin mesh moving along with the supermodel animations in max you will have to do a lot of scene merging and I would guess some rigging as well.

 

If you just want to change a certain animation, you have to figure out which supermodel it is in and import that into gmax and make your changes. There is no need to load in a skin mesh. I have not tried this, so I do not know if it will work.

 

hey guys i have some problems when i put modifed models back to the game they are black, or they crashed the game.

Which model? What did you modify? Which version of Kotor? Did you use the MDLOps 0.6 alpha?

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