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WIP The Reek (bull-like arena beast)


MeLoN

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Can we stop with all the Softimage BS? When people say it will be possible, they don't mean it will be possible for those who have thousands of dollars to blow and enough time to learn some extremely sophistocated program. They mean, it'll be possible for the bulk of the community to learn, however much of it willing to put in the kind of effort that makes models like this one here.

 

I wish you and your whole team the best of luck. I don't have anything to comment on with the model thus far. I hate saying something's good or bad without adding constructive criticism [saying "That's awesome!" really doesn't help any, nor does "This sucks!"], but when I see more I'll definately be sure to add a comment or two.

 

~ Michael

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What i dont get, is how come jedi knight 2 animations are so hard to make, in quake 3 nearly all of the models have custom animation, and since this game uses the q3 engine a majority of the stuff should remain the same.

 

perhaps kman can answer this question since i know he has a few models for q3

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Originally posted by Leonheart

What i dont get, is how come jedi knight 2 animations are so hard to make, in quake 3 nearly all of the models have custom animation, and since this game uses the q3 engine a majority of the stuff should remain the same.

one word: ghoul

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hey melon. it's me beatA55, but a different name on here (i actually like this name better, but you can't change it over at the TC forums. oh well. anyway. . .). your friend can make the animations? if that's true, can he do my acklay as well? ;)

 

yes, we will rule the arena world. . .

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It doesn't matter if you have softimage, know softimage, or created softimage, you still won't be able to create custom animations until raven releases an exporter that will make the animation files the proper format. Someone heard from raven in an email that they're "working on it," so I think we'll just have to wait.

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You already CAN make new animations and you DON'T need SoftImage. All you need is 3DSM and the JO editing tools. Make the anims in 3DSM, export to XSI, use Carcass to make the GLA and GLMs. This will work for all new animations for new skelatons, but won't work for the player until you can import the current animations and add to them (since it's all one file).

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emon-

 

do you know where there is a tutorial for this? i'm not sure how good my first try will be, but i eventually would like to animate my model. as i mentioned, i'm working on an acklay model

 

(pic before head and neck)

http://home.attbi.com/~family.feuerborn/lo5th0pepics/headlessacklay6.jpg

 

and i would like to be able to add animations. i have max and the JO tools, but i still need to learn how to do each different movement and what they need to be save as to work in game correctly. also, do you know if your own models can have dismemberment attached to them if they're not human? it would be great to be able to cut limbs off this 6 legged thing. thanks. i'm sure melon would llike to know too, since he and i are kind of on the same page and in it together as far as the arena creatures go. (that's why i posted here)

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If you want to learn to animate, try something FAR more simpler. I have been fooling around with animations the past couple of days. the task is quite difficult. especially with an oddly shapped model such as that. I would suggest to head over to 3dbuzz or cometcartoons they have awesome rigging tutorials and articles on animations.

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my friend animated the robes/head things on reborn and animated jans hair, it's possible to add new animations but not possible (yet) to edit them from originals :(

 

I wish instead of releasing crap patches raven should release some nice tools for us to work with...I know the game came out not long ago but it's an experienced world, we need the stuff quicker now ^_^ (like Q3 team, they've done a great job for the fans, a lot of support from them) (...and tools..hehe)

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It's not possible to make animations then add them to the old ones, only completely replace all 17,000 frames of animation with your own.

 

I've heard that Raven is going to release the animations in XSI form which is like some 600 MB, or a GLA importer.

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hmm. . .that's a few frames, there. a bit of time with that one, then. does anyone know how to get the game to read all those frames as different actions then? is it a certain number for each one? like 500 for idle1, 300 for bored1, 1500 for attack1. . . anyone?

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The animations are named, and all lumped into one file. Very poor construction for editing and modders.

 

I REALLY liked the way JK's animation system was put together. You had a PUP file which defined all of the animations for running, jumping, swimming, etc. You could even add your own to the PUP (one way of making the animation play). Then you had KEY files which were the animations themselves. You could easily make new anims without replacing old ones and such, and easily play them on the player or other objects with just one line of code.

 

Unfortunatly, having animation files for something like JO would result in hundreds of files for all the saber transitions and such, which is where my idea for an engine that uses real time vertex deformations and ragdoll physics to create transitions on the fly... I also have ideas using the same stuff to make a really kickass saber combat system... Unfortunatly, this won't happen for several years due to the low average of computing power on the market. [/rant]

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hmm. that's too bad. hopefully melon and i can get our creatures done at some point. i think many people would like the idea of being able to type "npc spawn acklay" and suddenly have a 15 foot monster screaming over your head. would be very cool.

 

also, on the low power rant, i agree, although pricing still drives many people away. but at the same time, it really shouldn't anymore if you wanted to get something that could still run damn fine. like i am going to rebuild in a couple months, but my 900 athlon tbird, 256 sdram, sb audigy, and gforce 3 (1st release) can still pull come kickin major stuff when it comes to games. and all those parts other than the audigy and damn cheap now. so why people don't go sell their old parts and get new, i don't know, and i wish they would, because i'm tired of major technology existing but companies dumbing it down so the wee computers can handle it. that's one reason i was pleased to hear that the new doom engine is looking at requiring a MIN of 850 mhz with graphics card mem at least at 32. that's what i like to hear. thank you john. . .

 

anyway, that's my rant for the day as well. thanks for the help, as depressing as it may be.

 

PS - i think the new Jupiter engine uses ragdoll, and i think unreal2 does to some extent, but probably still not to an acceptable amount for easy modding.

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