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The GLA Challenge


Wudan

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Only the Bone Pool at EOF are compressed Quaternials, as far as I'm aware. The 104 byte chunks of basepose and inverted basepose in the skeleton definitions mimic the XSI format in some ways, first skeletal declaration, then frame declaration.

 

In the XSI, the basepose declaration has 3 rows of 3 numbers each, but I'll need to look in to this matter further to be sure.

 

Basically, I want to get enough data on our 72 bones that I can build an XSI skeleton that looks exactly like the one that was used to build the GLA.

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Where's dat Corto at? Holler back, Corto, post your XSI that you used to make that new GLM and GLA so I can see what an XSI animation looks like. I think I might almost have maybe thought of kind of something to possibly solve our kind of problem.

 

We will solve this thing - THIS WEEK.

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  • 2 weeks later...

I wrote a program Im calling GLA Convertor. So far, all it does is it reads a .gla file and sends the basepose Skeleton to 3ds Max. Im posting a link to download the extracted skeleton in Max and dotXSI format here:

 

Skeleton

 

If people find the skeleton is ok, I'll continue working to extract all the animation frames.

 

BoBo Fett

http://jedidreams.codealliance.ca/

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Razor:

I got very bad results weighting bobo's skeleton...but it did export succesfully, it just looks awful!

 

Here's what i mean by awful:

http://www3.sympatico.ca/psykopat/tools/shot00.jpg

http://www3.sympatico.ca/psykopat/tools/shot01.jpg

 

I did a really quick weighting, but there's no way it would look screwed up like that on the regular skeleton. :(

 

Even when rigging in max, it wasnt too good, i mean the bones did not move like raven's and some bones were not in the right position (compared to the original).

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This is useless.

 

And I have been telling you this for the past few weeks.

 

The hierarchy stored in GLA file is not suitable for proper animation. It's suitable for motion capture, because all the bones are moving together. So when you have 12 bones connected to the pelvis, you do not have the problem of them rotating around freely during motion capture.

 

We already tried creating a skeleton, using the bone dump from my merger and 3dsm. The result? Freely rotating bones and no option to animate at this state.

 

From several reasons, the original XSI skeleton does not have these problems. However my 2 emails were unanswered.

 

GlaMerge

 

GlaMerge source code

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Originally posted by ASk

This is useless.

 

And I have been telling you this for the past few weeks.

 

The hierarchy stored in GLA file is not suitable for proper animation. It's suitable for motion capture, because all the bones are moving together. So when you have 12 bones connected to the pelvis, you do not have the problem of them rotating around freely during motion capture.

 

We already tried creating a skeleton, using the bone dump from my merger and 3dsm. The result? Freely rotating bones and no option to animate at this state.

 

From several reasons, the original XSI skeleton does not have these problems. However my 2 emails were unanswered.

 

GlaMerge

 

GlaMerge source code

 

Ah - the source code I was looking to ask you for. Gracias!

 

Now then, on to something else! The _humanoid.gla has beaten us soundly! I think it is probably because we are ignoring key peices to the puzzle, but I am tired of speculating!

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Originally posted by BoBo_Fett

I thought the hierarchy in the root.XSI raven supplied is ok

and they just ran carcass in Hierarchy-flatten mode.

 

The skeketons I have up for download here, have the same hierachy as Ravens root.xsi

 

The hierarchy is fine, it's just that the bones object used in max dont seem to act the same way as the ones provided by raven.

 

When you move them around, the mesh moves like jello and some bones are not in the same spot (clavicles and femurs).

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PsykoSith - I'd like you to teach me to model some stuff sometime soon - I've learned about the format, but learning how oil paint is made doesn't teach you how to paint, if you catch my drift.

 

I don't feel like we haven't been doing the right thing in trying to make new animations - I'm not a saber enthusiast, but new animations would make for a much grittier and electric mod.

 

I'm mostly tired of "Emotes" being touted as "new" when they are clear uses of currently existing animations.

 

We'll see, my friends, how this plot plays away.

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You want me to teach you to model? sure! start with this:

 

http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp

 

(Ok i'm not teaching you myself, but that's the best i can do for now ;)).

 

That's how i learned, i read the original french version, the translation might not be perfect.

 

Not the best tutorial for Low polygon modelling but the technique is roughly the same. Carefully check the head tutorial.

 

I cannot promise amazing results right away, you'll have to work on it for a while, unless you have a natural talent like marz!.

 

Let me know if you need anything else.

 

P.S.:i think that animators are the key ingredients for custom anims. Sure we'll need to merge anims at some point, but in the end, NEW anims are what we want. Too bad razorace's friend cant run max on his machine. :(

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Well, the more I learn about how the entire Ghoul2 system is set up, the closer I will be to being able to use this very strong system to my advantage.

 

So, I've started to learn about the GLM format as well, since I was in the neighborhood.

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P.S.:i think that animators are the key ingredients for custom anims. Sure we'll need to merge anims at some point, but in the end, NEW anims are what we want. Too bad razorace's friend cant run max on his machine. :( [/b]

I agree, it's like trying to mod without knowing how to code. :D Anyway, Ytmh is pissed by this. I'm thinking he might actually upgrade for this. *shock*

 

Well, the more I learn about how the entire Ghoul2 system is set up, the closer I will be to being able to use this very strong system to my advantage.

No kidding. Technically it's powerful enough so you could have 100% on the fly animations if you knew what you were doing.
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