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I've done custom GLA animations


CortoCG

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Originally posted by CortoMaltes

I also made a new, most simple, skeleton to see if carcass takes it, and guess what... it did. So i'm making a dianoga skeleton now, with eight tentaces and a simple cervical/cranium bone system for the neck and eye.

 

Must. Tell. Me. How. To. Make. Skeleton.

 

I only have 3dsm R2 :( I don't think carcass will work with me.

 

On another note, I was thinking about the _humanoid situation, and I have some other things I'd like to try if I get a chance sometime.

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OK now, I made a simple tentacle bone system with only one animation sequence, just a wipping sequence. I made a mesh that represents the tentacle itself.

Then I compile it with carcass generating a new GLA file. I drop the GLM, GLA, config file, and all in a /base/models/players/test folder, named that NPC just "Test".

Now on the game typed "NPC SPAWN TEST" and a hilarious tentacle appeared right in front of me moving like I animated the skeleton.

That finally proofs that a completely non-Raven skeleton also work in SP.

Now the challenge is getting it to work in MP. Or just wait for the SP code to be released and program another class of NPC, cause the existing ones are not completely usefull.

Even though i think I can trick the game to make a Dianoga in SP.

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Help me out here - what is the XSI used for? A base for the skeleton?

 

Carcass, a plugin for 3dsm, makes GLMs, and GLAs. The GLM contains bones and whatnot, and the GLA contains animation data for the bones and whatnot that happen to be the same bones that are in the GLM. So, is the XSI only usefull if we make new anims in XSI, to use as a skeleton in XSI? (I refer to SoftImage XSI)

 

I am trying to get an idea of what we can do with this now, thx.

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GLA can be exported via carcass from 3dsm. Anyone have any ideas on how to export via SoftImage?

 

As far as I can see, 3dsm can export to gla format and glm via Carcass, and that's good enough for me.

 

As far as I can see, the game doesn't actually use the xsi files at all, and it's a source of wonderment for me that they were even included, unless someone can tell me what-it-all-means!

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What's XSI?

XSI is the format in which models can be saved in Softimage | XSI.

That's the program Raven's guys used to make the models and animate the skeletons.

 

What's carcass?

Carcass is a compiler written by Raven to compile whatever .XSI Softimage model into a .GLM Ghoul2 mesh file. Carcass can use an existing .GLA Ghoul2 animation file to attach to a .GLM file, or it can generate a new .GLA out of any animation information the .XSI file contains.

 

Can I make models with Softimage | XSI?

Yes, all models in JO were made with Softimage | XSI 1.5. At least that's what Brian Shubat (Raven Animator) tolde me.

 

Do I need Softimage | XSI 1.5 to get new skeletons/animations into the game?

No, the XSIImport plugin included in first release of JediKnight2tools fullfills any modelling/animating necessity that every mode modeller/animator has.

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Cool! I will find it most useful to work with, do you have a place to post it? I don't think that one animation sequence would take up much room ...

 

But, I think creating new humanoid animations and using them in-game is possible.

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Wudan, how about a meeting in #jk2coding from Quake Net, so I can tell you everything I found out so far. Let's organize a meeting via ICQ. Everyone who's interest on this matter can join us. The meeting day an time will be posted here.

 

Btw, I'll post a link tonight so anyone can download the new GLA/GLM combo to test whatever you want.

 

You will have to build your own animation.cfg according to your needs of testing. That is setting the sequence's name, targetframe, lenght, loopframe, and framerate. The GLA has only one sequence of 101 frames. Here's is an example of animation.cfg

 

//name targetframe lenght loopframe framerate

BOTH_WALK1 0 101 -1 30

BOTH_STAND1 0 1 -1 30

(the spaces are Tabs, not a lot a Spacebars)

 

Of course you can play with the values but you'll get the NPC not to rotate all the time.

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Originally posted by CortoMaltes

Wudan, how about a meeting in #jk2coding from Quake Net, so I can tell you everything I found out so far. Let's organize a meeting via ICQ. Everyone who's interest on this matter can join us. The meeting day an time will be posted here.

 

Let me know the day and time - I'm usually lurking in that forum anyway. :)

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Originally posted by wudan

How about somebody tell me how to get in to quakenet's IRC so I can access the channel?

 

I'm a geek, but geeez do I feel dumb.

 

 

The server is "irc.quakenet.eu.org" - I'm using Trillian as my client, but most people use mIRC.

 

...and the channel to join is "#jk2coding"

 

Hope this helps. See you there!

 

:D

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Wudan: Can you explain what you were suggesting on #jk2coding? I'm going to need to do the exact same modification on our codebase to get these new animations going.

 

If I read it correctly, it sounded like you're going to manually read the .glm file?

 

Please elaborate.

 

Thanks!

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Don't know about you but I am intrigued.

 

I've also asked James Monroe if it is possible for the community to get a GLA<->XSI utility or the animations in raw XSI format (if they have the motion capture data it shouldn't be too hard). Or if it's possible to get the game to load two GLAs at the same time.

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For those who just joined our discussions:

So far we found out this: SP game loads any GLA file you used to compile your GLM. So new GLAs are possible. In fact I made a new skeleton (non-humanoid, non-Raven) with it's own animation and it worked too. That's because SP game is coded to look for the GLA and the respective animation.cfg in the directory the GLM points to (you can edit it with notepad if you like, and change where's the GLA that the GLM will look for).

On the other side, we have the MP game that is hardcoded to load only 1 GLA and look only for one animation.cfg. Plus you don't a command to spawn NPCs.

The very point of this is: 1.- Getting the new skeletons and spawnning system to work in MP. 2.- Wait for the SP code to be released to really create new AIs and consecuently new NPC classes.

So this a brief version of what's going on so far. Hope you can catch up and follow this thread from now on, and add some bit of info if you're researching on this matter.

 

Thank you all, have a nie day.:D

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