Interesting Animation Info . . . - by ascottk
ascottk on 28/3/2006 at 19:20
Well, the experiment failed :( Now the camera moves below the floor & it totally screws up everything else :mad:
I need a break from this BS. I'll try converting the skeletal meshes & see what the trick is to rig those things.
New Horizon on 28/3/2006 at 19:50
Quote Posted by ascottk
Well, the experiment failed :( Now the camera moves below the floor & it totally screws up everything else :mad:
I need a break from this BS. I'll try converting the skeletal meshes & see what the trick is to rig those things.
Take a day or two off ascottk. It will do you the world of good. Now that I have font taffer to make proper fonts with, I think I'll go back and finish that work once and for all.
ProjectX on 28/3/2006 at 19:50
dang man, wish I could help, I hate it when I'm trying something new that nobody's tried yet and it ain't working, only it's about ten times worse for you because the community here can't give any form of suggestion, whereas for me there's usually some kind of thing that can be helped with, such as finding the right command or something.
Good luck mate!
ascottk on 29/3/2006 at 17:37
Quote Posted by Gestalt
Interesting. Does this mean we could rig new models to use the existing skeletons/animations?
Yes :cheeky:
Quote Posted by Rantako
:thumb:
Would this let us get whole new AIs into the game? (burricks, spiders, robots maybe?)
How about EgyptMaleA from ut2003?
<embed width="352" height="288" type="application/x-shockwave-flash" src="http://v1.tinypic.com/player.swf?file=data26/98/skyyrt&autoStart=false"></embed>
Quote Posted by ProjectX
is that a yes?
:thumb:
I'm still learning how to properly physique the characters, as you can see some stray vertices on the feet and side. But using (
http://home.ripway.com/2005-4/295136/t3import.zip) Shockeye's milkshape t3 importer, and cannonfodder's smd importer for max, you can import skeletal meshes and the bones!
New Horizon on 29/3/2006 at 17:53
Ha ha! Very cool. :)
I was thinking about the issue you were having with the garrett animations. Could it be a problem with some kind of blending of various stages? I've noticed you can overlay animations to get different results in T3Ed.
Flux on 29/3/2006 at 21:42
Yes ascottk,what you are doing is great! Unfortunately, the rest of us can only thank you.
This sounds crazy and silly, but I just had this idea. Since you seem to import ut2003 models easily, can you try importing the player model in unreal engine run time version, which is just a box, and moves around very smoothly and just use it as a substitute for garrett's movements?
I know, I know, silly as though, maybe such a crazy radical solution might work for fixing the drunk walking instead of tweaking every bit of animation. Since there is no mirror reflection and most players around here won't care for 3dperson...I dunno...:confused:
New Horizon on 29/3/2006 at 21:46
Quote Posted by Flux
Yes ascottk,what you are doing is great! Unfortunately, the rest of us can only thank you.
This sounds crazy and silly, but I just had this idea. Since you seem to import ut2003 models easily, can you try importing the player model in unreal engine run time version, which is just a box, and moves around very smoothly and just use it as a substitute for garrett's movements?
But that would remove 'all' of Garretts hand animations as well. I had hoped that we would somehow be able to import the player arms from Deus EX invisible war, but I don't think that system will work at all...unless there are parts of it left intact somewhere.
ascottk on 29/3/2006 at 21:59
Quote Posted by Flux
This sounds crazy and silly, but I just had this idea. Since you seem to import ut2003 models easily, can you try importing the player model in unreal engine run time version, which is just a box, and moves around very smoothly and just use it as a substitute for garrett's movements?
I used Milkshape's smd export plugin (after importing a psk file with t3import). I raided the ut2003 character mesh (the max files are found somewhere on the net ) & linked it up to the t3 skeleton after importing it to 3ds max. Basically it's a ut2003 character using a t3 skeleton.
All the tutorials I found, concerning the physique plugin in max, say to link up the vertices to the root skeleton using the:
* rigid link assignments
* 3 Link blending between links
T3 must be different. I get the best results using "No Blending" between links.
I'm getting the hang of rigging models :thumb:
Flux on 29/3/2006 at 22:49
Quote:
But that would remove 'all' of Garretts hand animations as well.
I mean only for walking animations, leaving the rest intact. Don't ask me how, I'm just shooting in the dark and trying to support ascottk, dunno if it is helpful :p Imo, drunk walk is the worst of all t3 problems.
Quote:
concerning the physique plugin in max
Most max people I heard use physique only when they use default biped in max. When there is custom rigging starting freshly from bones set-up, they use skin modifier, as they claim mostly on cgtalk forums. And that seems more easy to use, regarding adjusting envelopes. I don't think they use default biped in any games.
Also has utpt been any help for you? (to analyze stuff, at least)(
http://www.acordero.org/prog_proj_UTPT.html) http://www.acordero.org/prog_proj_UTPT.html
New Horizon on 29/3/2006 at 22:49
Quote Posted by ascottk
I'm getting the hang of rigging models :thumb:
We could use you on Dark Mod. ;)