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First New Animation -- Gla Neo


Wudan

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Posted

jannotsobad.jpg

 

Scholars of JK2 _humanoid animations will note that the 'parallel children' are not changed. This is because I have not yet implemented a system to verify and check the positions of these joints/bones, but this is only a small matter of time.

 

Why am I posting now? - new features and new functionality:

 

-- WIP scripting to determine bone rotation and position

-- Euler to Quat conversion (in scripting)

-- Auto-adjusts bone positions so they don't look so b0rk3d (but you can still manually screw them up, if you want to.)

-- Can rip animations from primary GLA.

 

Future plans:

 

-- Rip current animations to script file

-- enhance scripting to animate parallel children with greater accuracy.

-- GUI?

 

This link includes the source and utility, sample script and stuff.

 

Thanks goes to ASk, Commodus, Tchouky, JediStone, razorace, The Truthful Liar, Ste Cork, and Jaii der Herr.

 

If it can be proven that XSI exports can yeild promising results, I may include this feature at some time. This method indirectly edits GLA files, and has bugs/features hidden behind every door.

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Posted

No, because it at least LOOKS like a pose you could see in-game.

 

True, it's some crap I just kludged together, but I have more precision in posing the model.

 

I guess you won't be happy till I have Kyle grabbing his crotch and flipping you off, huh?

Posted

Nice! So does this only work for multiplayer, or could you, once the jibbies are worked out, play a new animation in singleplayer using ICARUS?

Posted
Originally posted by wudan

No, because it at least LOOKS like a pose you could see in-game.

 

True, it's some crap I just kludged together, but I have more precision in posing the model.

 

I guess you won't be happy till I have Kyle grabbing his crotch and flipping you off, huh?

 

Awesome - looks like you're really getting close on this!!!

 

Excellent work!

 

:D

Posted
Originally posted by Emon

Nice! So does this only work for multiplayer, or could you, once the jibbies are worked out, play a new animation in singleplayer using ICARUS?

 

According to Raven, there is a really really good chance that the 'unused' declared animations in MP are also declared in the SP code. Corto has done a lot of this kind of thing for the Dark Forces Mod, regarding ICARUS and animation naming.

 

There's some new stuff that I did on the files today, It raises the efficiency bar just a tad bit, but it's all still very very far from where I want it to be.

 

But I'd say it's significant progress.

Posted
Originally posted by RenegadeOfPhunk

you are da man :)

 

Wu da man!!!!

 

 

Yes, Wudan is determined to be recorded as one of the great icons in JK2 history.... :sbdance

 

 

:holosid:

Posted

UPDATE!

 

Today I fixed some major bugs as well as came up with much much more reliable way to read the basepose, once again Commodus' work on ieee-754 emulation came in handy-handy-handy, and a major pose-making bug was fixed in the process.

 

I also 'enhanced' the scripting, making it easier to read, and as soon as I have the scripting format down right I'll be able to implement even cooler things.

 

Most of you might not be aware, but Neo was built with the idea of being able to manipulate other skeleton types as well, he can read them, when the scripting is done he can come up with new poses and new animations for them as well, though the merge program only works with humans AFAIK.

 

Anyway, just thought I'd let you guys know I'm still on top of things.

Posted

I'm confused-- does your program actually let you make the animations or does it read it from 3ds max, like from an ASE file?

Posted

Right now, Neo reads an external file containing the animation data. This data is in a format of my own devising, and if that ever works, more formats could be used to give Neo new animation data.

 

The problem with XSI is, even if I were able to export a good XSI skeleton, and I'm not, an animator using 3dsm or even XSI would probably get a bad skeleton when it's exported through carcass.

Posted

Slight differences in where the joints should be and where they were appearing were making it difficult to animate bones where this was more noticeably, so I had to cleanup and re-write a lot of code today, but it cleared it up and now the bones are moving very smoothly.

 

A ton of upgrades to the code, really, I'm quite proud of what I've gotten done.

 

Next step, working on more and more precision :)

Posted

It's very cool!

 

I suggest you look into reading animation data from ASE files. ASE is ASCII Scene Export, it's a whole 3ds max MAX file but in ASCII format. It includes everything Max can do, which means animation data.

Posted

I'm interested in how you're handling the fact that the whole upper torso region has like 40 direct children instead of linked by bone to bone? Are you doing a virtual higharcy on that region?

Posted

Wow, nice work!

It's come a LONG way since I last checked...

Do you think this will work for Jedi Academy(JK3)? I know you can't be sure, but do you think it will?

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