tFighterPilot Posted August 1, 2003 Posted August 1, 2003 Wait a second, all he does is dancing. Ok, the atst skeleton is useless.
CortoCG Posted August 1, 2003 Posted August 1, 2003 iamyourfather, since you're the only one interested very much on makin anims, why don't you join us at #jk2coding or #jkacoding on irc.quakenet.org?
reaper1576 Posted August 1, 2003 Posted August 1, 2003 corto i would be instrested in finding out more to you know where you can conatact me at the JODFMOD & DF2E Forums
tFighterPilot Posted August 1, 2003 Posted August 1, 2003 I managed to change the run animation Check that out! He is supposed to run like a dancing russian, but his hands are in the default place, so he now seems like someone who realy realy needs to go.
ChangKhan Posted August 1, 2003 Posted August 1, 2003 Just and update for you guys, James saw these threads and he and I were discussing what we could do to get you guys what you need to make your tool set able to make animations for JA's humanoid skeleton. He or I will let you know as soon as we get it all straightened out...
CortoCG Posted August 1, 2003 Posted August 1, 2003 Originally posted by ChangKhan[RAVEN] Just and update for you guys, James saw these threads and he and I were discussing what we could do to get you guys what you need to make your tool set able to make animations for JA's humanoid skeleton. He or I will let you know as soon as we get it all straightened out... Thanks for the update.
reaper1576 Posted August 1, 2003 Posted August 1, 2003 Originally posted by ChangKhan[RAVEN] Just and update for you guys, James saw these threads and he and I were discussing what we could do to get you guys what you need to make your tool set able to make animations for JA's humanoid skeleton. He or I will let you know as soon as we get it all straightened out... That would be brilliant that would help alot with projects
CortoCG Posted August 1, 2003 Posted August 1, 2003 Originally posted by reaper1576 corto i would be instrested in finding out more to you know where you can conatact me at the JODFMOD & DF2E Forums Reap, man, I forgot to tell you, I'll be posting more in here so everyone can catch, and not so much in private forums. So if you wanna find out more about what ASk and I are working on, you'll have to stay tuned . I'll post what's new on the team's forums .
CortoCG Posted August 4, 2003 Posted August 4, 2003 Now the .zip file with the valid_skeleton includes the humanoid2.car file I use to compile new anims, that should save you a couple of annoying steps on the process. You might have to modify the file internally to match your names and subdirs.
Anakin Posted August 4, 2003 Posted August 4, 2003 Yippee!! I have now created my first animation, a few smoothing points to iron out, but its looks ok Thanks to ASk and Corto for helping me last night
reaper1576 Posted August 4, 2003 Posted August 4, 2003 Corto i have a idea about the AT-AT we was talking about the other day you can get me on icq ill be on and off
BoBo_Fett Posted August 4, 2003 Posted August 4, 2003 I made a new GUI for carcass based on the info in this thread. In my program just click "on compile human model" browse for your .xsi and it'll generate a .car file for you and start the compile process. The output messages from carcass will be displayed in a window in the GUI. There is also a dump GLM/GLA option. note: The program has to be in the same directory as carcass.exe http://jedidreams.codealliance.ca/downloads/jo/util/carhelper.zip
tFighterPilot Posted August 4, 2003 Posted August 4, 2003 Good job, Bobo_Fett, this thing can make the all process a lot faster.
CortoCG Posted August 4, 2003 Posted August 4, 2003 More practice and research makes things faster. That's my advice. Anyway, good job Bobo Fett.
Commodus Posted August 6, 2003 Posted August 6, 2003 I noticed that there are identical mesh copies of the bones in the XSI - do you have to weight the bones to these or can you animate without weighting? (Sorry, I'm a total animation n00b) (BTW, Corto, I know this is OT but when you get a model in game, does the model have to be in the DaVinci pose or can it be in any pose?) Thanks, Commodus
CortoCG Posted August 6, 2003 Posted August 6, 2003 Yes my friend Comm. The bones you don't use to weight a mesh, are not included when compiling the animation. The best, and more accurate, solution I figured, is to make meshes out of copies of the bones and weight each and every one of them to their respective bone. That's why you can see the bones as meshes in ModView after compiling, cuz they are meshes =). About the DaVinci sindrome, you only have to set the first frame of your sequence to the DaVinci pose, or your anims will get their ass twisted after compiling.
Higginson Posted August 14, 2003 Posted August 14, 2003 Sorry if i'm missing something, but what program do u use to make ur animations?
tFighterPilot Posted August 15, 2003 Posted August 15, 2003 You can use either 3D Studio Max 4.x or that animation program which I forgot her name. It was something with 'Smoth' I think.
CortoCG Posted August 15, 2003 Posted August 15, 2003 I think tFighter means Softimage XSI. Actually any program that is able to export to .xsi should fit.
tFighterPilot Posted August 15, 2003 Posted August 15, 2003 Yeah, SoftImage, that's the one. Anyway, I don't know about any other program that can export xsi
CortoCG Posted August 15, 2003 Posted August 15, 2003 well, Maya has an experimental plugin to export to .xsi. You can download it after registering with them.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.