Kurgan Posted August 26, 2003 Share Posted August 26, 2003 Whoa! Where was I that I missed this? Very cool. Nice work! Link to comment Share on other sites More sharing options...
Wudan Posted August 27, 2003 Share Posted August 27, 2003 Remember, when it comes to the animations, Corto is the Father ASk is the Son Wudan is the Holy Spirit. Thusly, credit should be given where credit is due. Link to comment Share on other sites More sharing options...
CortoCG Posted August 27, 2003 Share Posted August 27, 2003 Is better to burn out than fade away! Link to comment Share on other sites More sharing options...
ASk Posted August 30, 2003 Author Share Posted August 30, 2003 GLAMERGE IS UPDATED (1.2b during run) PLEASE NOTE THE NEW UPDATE IN THE FIRST POST Fixes: - Fixed an overlooked harcoded constant - Implemented a hack around relativeness of gla format. Proper solution is recalculation of bone offsets, but that does not work at the moment I hope to get the proper solution working...something with quat math is going awry. Link to comment Share on other sites More sharing options...
tFighterPilot Posted August 30, 2003 Share Posted August 30, 2003 Forgive me for my ignorance, but I don't understand what neiher of those new things mean. Link to comment Share on other sites More sharing options...
Wudan Posted August 30, 2003 Share Posted August 30, 2003 It has to do with math, and why ASk has got it all wrong ASk, I read that and tried to find you on ICQ but couldn't, but I'll try to find you sometime and we'll go over it. imyourfather/tFighterPilot - ASk probably had some hardcoded constants that meant he could only work on JO's humanoid (when my program was hardcoded, it was because I had references to 72 bones, like in JO's humanoid, but the ATST and other GLA's do not have as many, or new skeletons can have more. I don't know why ASk would need to use any quaternion math at all. Link to comment Share on other sites More sharing options...
ASk Posted August 31, 2003 Author Share Posted August 31, 2003 According to what we arrived at, shifts are affected by parent bone rotations, and also can't be simply added (since I initially conceived them as vectors). Sadly, I tried to search for more info on the net, and did not find much. For now, the current solution stays. Link to comment Share on other sites More sharing options...
tFighterPilot Posted September 14, 2003 Share Posted September 14, 2003 http://www.jk2files.com/file.info?ID=18752 Took them almost a month, but it's here, the first new animation for JK2 Don't worry ASk, all that should be in the readme is there. Link to comment Share on other sites More sharing options...
Wudan Posted September 15, 2003 Share Posted September 15, 2003 Originally posted by ASk According to what we arrived at, shifts are affected by parent bone rotations, and also can't be simply added (since I initially conceived them as vectors). Sadly, I tried to search for more info on the net, and did not find much. For now, the current solution stays. It should be possible to unflatten what is flattened, and unrotate what is rotated Link to comment Share on other sites More sharing options...
N3G1@ Posted October 21, 2003 Share Posted October 21, 2003 Are Ask and CortoCG going to make a JA version for their GLA merge tool? Link to comment Share on other sites More sharing options...
CortoCG Posted October 21, 2003 Share Posted October 21, 2003 Some day, yes. I'm currently bzy making stuff for the Dark Forces Mod, so, that will have to wait. Link to comment Share on other sites More sharing options...
Wudan Posted October 21, 2003 Share Posted October 21, 2003 Originally posted by N3G1@ Are Ask and CortoCG going to make a JA version for their GLA merge tool? The glamerge tool that ASk wrote should work with JA, the format hasn't changed a bit. Link to comment Share on other sites More sharing options...
N3G1@ Posted October 22, 2003 Share Posted October 22, 2003 Well, I know that the skeleton has less bones. Do you mean that if I try to animate from Corto's skeleton and I follow the instructions I should have my animations in??? Cool! I have so many ideas that some of them could even be realized in DFmod (which is really cool), but this isn't the moment and the right thread... Link to comment Share on other sites More sharing options...
Wudan Posted October 22, 2003 Share Posted October 22, 2003 As far as I've been informed by Corto, you are correct. ASk also removed all the 'hardcoded' limits that were in (because initially we were only working with JO humanoid) glamerge, so his tool should be accurate and easy to use. The format specs refer to a few things that might have caused trouble, but Raven actually did us all a favor by not mucking around with the format. Link to comment Share on other sites More sharing options...
CortoCG Posted October 22, 2003 Share Posted October 22, 2003 My JO skeleton cannot be used for succefully create JA animations. Sorry. But you could try anyway, that's how I got things going on, I try something a thousand times b4 it works. Link to comment Share on other sites More sharing options...
Wudan Posted October 22, 2003 Share Posted October 22, 2003 Actually, genius, look again, I think he was referring to your JA skeleton. He IS registered at your forums. Link to comment Share on other sites More sharing options...
darthviper107 Posted March 15, 2004 Share Posted March 15, 2004 This is just something I want to know: Let's say I have a model with four arms, I want to add bones to the original _humanoid bone setup for those four arms. Could I make my own _humanoid.gla-type animation file and change the animations in 3ds Max for those bones? Because I know it has names for each action so it would be nice to be able to change thos for it. Also, could I import the animation from the original _humanoid.gla file so that I could modify it in 3ds Max? Link to comment Share on other sites More sharing options...
tFighterPilot Posted March 16, 2004 Share Posted March 16, 2004 No and no Humanoids don't have four arms, that's why they called humanoids. If you would want to create a player model, it will have to have the exact same bones. Link to comment Share on other sites More sharing options...
darthviper107 Posted March 16, 2004 Share Posted March 16, 2004 well, if I added two more arms to the bones file and then set up each animation just like the _humanoid.gla but have it as something else, couldn't that work? Each separate animation sequence has it's own name, so I could just make some of my own that have the same names and it should work, I think. Link to comment Share on other sites More sharing options...
tFighterPilot Posted March 16, 2004 Share Posted March 16, 2004 No, I don't think it will, sorry. Link to comment Share on other sites More sharing options...
keshire Posted April 1, 2004 Share Posted April 1, 2004 Let's say I have a model with four arms, I want to add bones to the original _humanoid bone setup for those four arms. Your talking custom skeleton here and currently there's no way to play as a model with a custom skeleton in Multiplayer. But thats the least of your problems. You have a whole hell of a lot of animations to re-create to make this semi playable. You can't just add bones the current humanoid animation file. You also can't add some four arms anims and then pick and use ones from the humanoid animation file. Its all or nothing. BUT, if you really WANT to make something like this. Take a look at the saber/assasin droids and rocket trooper. They use custom skeletons. They also only have a few rudimentary anims to make them work. Link to comment Share on other sites More sharing options...
darthviper107 Posted April 10, 2004 Share Posted April 10, 2004 I'm having a problem with carcass, I'm trying to make a new animation for a new character, but when I try to use carcass to make the animation .gla it flashes up and closes. I copied what it said as it flashed up, it said ERROR and then listed all of the commands that it can do. Is there a way to fix this? Link to comment Share on other sites More sharing options...
tFighterPilot Posted April 11, 2004 Share Posted April 11, 2004 Originally posted by darthviper107 I'm having a problem with carcass, I'm trying to make a new animation for a new character, but when I try to use carcass to make the animation .gla it flashes up and closes. I copied what it said as it flashed up, it said ERROR and then listed all of the commands that it can do. Is there a way to fix this? Could you show us what the error says? Link to comment Share on other sites More sharing options...
darthviper107 Posted April 11, 2004 Share Posted April 11, 2004 Here is the window: Link to comment Share on other sites More sharing options...
darthviper107 Posted April 12, 2004 Share Posted April 12, 2004 Never mind, I used that GLA tool and it works, sort of. i just have to fix some stuff with my model Link to comment Share on other sites More sharing options...
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