razorace Posted May 19, 2004 Posted May 19, 2004 Ok, I'd like to announce that we've gotten our hands on Raven's source files for all the JKA animations AND the source files for all the standard player models created by Raven. We're currently in the process of sorting thru all the data and getting it organized for release. So far, we've released 3 packages, which can be found on lucasfiles.com: Humanoid Animation Source Files Player Model Source Files Non-Humanoid Animations and Models Source Files A big thanks to Keshire for talking Raven out of the files and then spending the time to organizing them.
tFighterPilot Posted May 19, 2004 Posted May 19, 2004 About the Player Model Source Files, can I simply import it, making changes, export and compile?
tFighterPilot Posted May 20, 2004 Posted May 20, 2004 Well I tried it, and it didn't work. Apears like every mesh and bone starts with Davinci_Male_[mesh or bone's name]
keshire Posted May 20, 2004 Posted May 20, 2004 davinci_male01_whatever.(bone or mesh name) everything before the "." is left off at compile time just be aware importing xsi into max loses the LODs.
keshire Posted May 20, 2004 Posted May 20, 2004 Actually I've noticed all kinds of problems with the dotxsi importer/exporter. And if your really serious about all this you may want to pick up and learn SoftImage XSi. The free version was recently released.
tFighterPilot Posted May 20, 2004 Posted May 20, 2004 Damn meh, I don't think I'll pick up Softimage.
keshire Posted May 20, 2004 Posted May 20, 2004 I don't think I'll pick up Softimage. heh. Well there's always the editing xsi with a text/ascii editor.
tFighterPilot Posted May 20, 2004 Posted May 20, 2004 Originally posted by keshire heh. Well there's always the editing xsi with a text/ascii editor. The funny thing is that I've done it before, about 3 years ago, with battlezone2
RoxStar Posted May 26, 2004 Posted May 26, 2004 Are all of the neccesssary programs included in the editing kit?
razorace Posted May 26, 2004 Posted May 26, 2004 You'll need a modelling program like gmax, 3D studios, or SoftImage.
tFighterPilot Posted May 26, 2004 Posted May 26, 2004 gmax sure as hell won't do, 3D Studio Max's importer(at least my importer) don't import it right, so that leaves only SoftImage
razorace Posted May 26, 2004 Posted May 26, 2004 I beleive Keshire is using 3D studio max, so it's gotta import in.
tFighterPilot Posted May 26, 2004 Posted May 26, 2004 Maybe he has a different importer, or different version of Max (I have 5)
keshire Posted May 27, 2004 Posted May 27, 2004 4.2 , I find no reason to currently upgrade. And what problem are you having importing? If its the name thing thats really not a problem. It should compile anyway. unless its crashing or something on export which I've noticed its prone to do.
keshire Posted May 27, 2004 Posted May 27, 2004 Yep dummy objects are fine. That is one of the reasons why i constrained them to a character Studio biped. I'm not Corto. I won't go out of my way to make them bones when Nulls are just fine.
darthviper107 Posted May 30, 2004 Posted May 30, 2004 You should upgrade to Max 5 or 6. I had to go back to Max 4 because Max 5 has authorization bugs and I don't want to go onto my other computer to do stuff, and when I switch it made me grateful for Max 5, the stuff in there is so much better than Max 4. Anyway, does anyone know how to fix the problem in 3ds Max where you put a bone in one position in a frame, then put it in another position later and then the bone like dips to that position instead of going in a straight line?
tFighterPilot Posted May 31, 2004 Posted May 31, 2004 Originally posted by darthviper107 You should upgrade to Max 5 or 6. I had to go back to Max 4 because Max 5 has authorization bugs and I don't want to go onto my other computer to do stuff, and when I switch it made me grateful for Max 5, the stuff in there is so much better than Max 4. Anyway, does anyone know how to fix the problem in 3ds Max where you put a bone in one position in a frame, then put it in another position later and then the bone like dips to that position instead of going in a straight line? Yes, infact I do. Click on the object with the animation. Go to the "Motion" tab, and to the "Key Info (basic)" You see those big squares with the blue lines inside them? Click on them and change them both to a straight line. Do this to all the frames.
keshire Posted June 2, 2004 Posted June 2, 2004 The bone thing can also be caused by a bezier contraint. I usually use linear.
Thrawn42689 Posted October 17, 2004 Posted October 17, 2004 Oooh, necrothread. I tried glamerge with a Dragon animation, and I got "Error: One or more files not found." Both the files are in the exe directory, and I spelled them correctly. This is, of course, for JA. What am I doing wrong?
razorace Posted October 17, 2004 Posted October 17, 2004 You actually have to unzip the animation file from the JKA source files.
Thrawn42689 Posted October 17, 2004 Posted October 17, 2004 Er, I did that. As I said, both files are in the exe directory. "Both files" being _humanoid.gla and blabla.glm.
ASk Posted December 15, 2004 Author Posted December 15, 2004 "Both files" being _humanoid.gla and blabla.glm. glamerge only handles 2 GLA files. I am not sure what you are trying to achieve. At least posting the command line that you've used would be a nice start
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