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Right we can now make models- lets make some new Animations


Anakin

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I always find it odd when reading posts complaining about the model and exporters. I don't understand why there are so many posts about "must have SI" or we "need an exporter' when the first tools release included the .xsi exporter for 3DS Max, (so you don't need SI) and the compiler for .xsi files. does noone remember this?

 

Then tools release 2 included the source code describing the formats for .gla and .glm files.

 

There! I've said it, so now you know. Please spread the knowledge.

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actually, you're wrong. .xsi files contain full animation data.

carcass will read them and make a .gla and .glm from them. You're only using them to create models right now, but that doesn't mean they're only for models.

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Hmm... took me a little time to read thru the whole thread (haven't been here for a long time --> stress with the final exams at school, but now it's all over, for sure... :p ) but here's my 2 cent:

 

IIRC the .glm files are the Ghoul2 Models and the .gla files are the animations therefore. So the _humanoid.gla contains every animation for all of the models. Only the animations.cfg describes which anims (say: frames to start, etc.) to use.

So there has to be a way for a .gla exportere for 3DMax, or other similar programs. We just need someone with knowledge of Ghoul2 Formats.

I'm part of a DBZ-Mod Team and we will have to make a lot of new anims, only walking and stuff will be the same, so I don't think we will need the root.xsi file for this. Only some sort of .gla exporter for a 3D program. IMHO this exporter/importer has to be realized in some way, and I think for someone with good knowledge of the Ghoul2 formats it wouldn't be that hard...

If only I knew a little more about those Ghouls... :(

 

BTW, what means that BUMP, everyone in here uses frequently?

 

Peace & Respect

-- Aetherfukz

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  • 2 weeks later...

Well...I don't know...I'm too tired to think about it right now, and I've got other things on my mind at the moment *peers at her boyfriend...smirks* But if the .xsi importer that came with the editing tools can do animations, how come we haven't (unless I've missed it) seen any kind of new attempts at animations? Like beta attempts? If there are any people who have been trying to unlock the secrets of that little plugin...come forth! ;)

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I beleive one of the obstacles is that even someone with SoftImage and good knowledge of how to use it can make new animations but have no way to turn it into a .GLA.

 

One thing to consider is that all JO models use the humanoid_.gla file for their animations which is around 9MB.

 

Any model that requires new animations is going to end up around the 20MB mark if they are adding new animations rather than just replacing them.

 

Also It seems that Raven underestimated thow many pros. were going to get there Big Boys Toys out and start MODDING for JO.

 

The diddn't expect many ppl to own 3DSMAX and they figured that no one would own SoftImage (legally), but it has become apparrent that there are dozens of ppl in the JO community that have SI and are just busting out of their skin to give animating for JO so I wouldn't give up Raven just yet. They must have realised by now that such plug-ins were an oversight, they gave use the tools to make models, so if they want JO to really become the next MODDING platform after Q3 and Half-Life then they will haver to release a .GLA exporter for SI. Or an importer/exporter for the more common animation programs.

 

Sorry for the long post, but at leat it's not a bump

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well, has anyone tried creating new animations with just the base skeleton in 3d studio max, and exporting it as XSI with anims, then trying to reference a model to it via assimilate?

because i believe you can choose GLA files as well as XSI's within assimilate....

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I tried and failed- with out Raven telling us how to do it we are stuffed.

 

Now I have got another thing through the post today from SoftImage, its a training CD and SoftImage XSI 2.0 Full Version with no lock outs :)

 

Now thats cool :)

 

Anakin

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Originally posted by sithlord-II

well, has anyone tried creating new animations with just the base skeleton in 3d studio max, and exporting it as XSI with anims, then trying to reference a model to it via assimilate?

because i believe you can choose GLA files as well as XSI's within assimilate....

 

Yes you can choose .XSI files in assimilate, (I guess you knew that anyhow) I accidentaly gave Duncan's Gamorrean (was helping him get it in game) the protocol droids animations coz I had it in .XSI format at the time coz I was trying to convert him to a player model (gave up, sorry guys) I diddn't try to run it in JO but if I remember correctly assimilate diddn't winge about it.

 

Sithlord II my be on to something but assistance from Raven may still be needed. If you read the model naming conventions .doc that came with the raventools2, it seems to be an actual document that would've circulated among the Raven modellers. I'm guessing that if they were standardising model creation the same will probably apply to making animations

 

There will probably be at least a few golden rules on how the animations are set before the .XSI file can be used with JO.

 

just my thoughts (I know nothing about SI)

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  • 4 weeks later...

Ya, whered everyone go. I just found this thread today and it is the most interesting and important thing to me right now. I've got a TC mod that I want to do, but if we can't figure this out then that idea is all in vain:( BTW: I'm not saying to use any illegal software but c'mon people, you don't go out and spend 7,000 dollars to learn how to do this stuff. Trust me, thats not how it is done. Get over it. Worry about buying it when your ready too make a buck off of it. Anyway thats what someone said once. I personally think that person was crazy, hehe:smirk2: Also, emon said awhile back that you couldnt animate as good with Milkshape as someone with XSI. Well, thats absolutly as false as it comes. Ya it may be harder to animate with that program, but a good animator could get the same result, its just a matter of tweaking and time. Anyway, this thread needs revived, cause the future of this community depends on it. I really hope Lucas Arts isnt trying to keep the technology secret, and if so thats lame as all hell. I mean #### its just modified dated Q3 anyway, and from what I hear, they are going to realese the goods for Unreal 2 which is far more valuble and cutting edge technology. But they know that haveing a good mod community will give there game a long life even after the original game is dead. The thing is, is that unless they give us what we need to really make Total Conversions, my interest in this community will deminish soon. So Raven, its up to you guys to make Lucas Arts see the value in haveing a real Mod community. Its good for us all.

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i went 2 go see Ep2 again, hmm...all that needs to be done is:

the animations need to be more "flashy" all they really do is circular(sic?) movements, check it again, u can clearly see this type of style in Jedi Power battles' moves(some of them) it seems

the styles used by the jedi, try to waste as little energy as possible by the flowing movements...not really to do with the thread, but i mean...thats all i think that needs to be changed

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