Interesting Animation Info . . . - by ascottk
Gestalt on 30/3/2006 at 01:14
I hereby proclaim you King of Awesome.
ascottk on 30/3/2006 at 01:32
It's weird, I'm testing the Garrett_AI in the game, & he suffers from the first-person-headless-syndrome :joke:
nomad of the pacific on 30/3/2006 at 02:35
Sounds like me every morning! :joke:
You're work is truly fantastic! Thanks for all you're work taming the T3Ed monster. Will you be my guru?
STiFU on 30/3/2006 at 10:44
I guess we would need a programmer once more in order to hack such a skeleton file. Some converter that would make it possible for us to create our own animations, so that we can finally get rid of garrett's movement...
str8g8 on 30/3/2006 at 11:52
(
http://www.megaupload.com/?d=RENVGRPQ) http://www.megaupload.com/?d=RENVGRPQ
played around with the Egypt model, attempted to clean it up a bit:
The skeleton didn't line up with the model very well. Obviously this is because in this case they are from different sources ... anyway, I edited the base pose of the skeleton slightly (mainly the arms) to fit the mesh better.
Then I edited the envelopes in physique to at least include every vertex (so hopefully you won't get those spikes and so on). Rigid envelopes should only be used for the head and things like body armour - everything should be deformable AFAIK.
I've never skinned anything specifically for unreal, so I don't know what the implications might be as far as exporting and getting this stuff back into T3. I've been tring to follow what you've been doing, but hopefully the actorX plugin works, right? Or are you stuck with the original skeletons, and can only build new meshes around them?
Top tips for skinning - select your mesh and go to properties and check "see-through". When you've done editing an envelope, you can use copy, then go to the opposite bone, and then "paste". Also, when you're checking the skin you can freeze the mesh (right-click, freeze selected) so it doesn't get in the way - this goes for when you're animating as well.
ascottk on 30/3/2006 at 16:44
Quote Posted by str8g8
Then I edited the envelopes in physique to at least include every vertex (so hopefully you won't get those spikes and so on). Rigid envelopes should only be used for the head and things like body armour - everything should be deformable AFAIK.
Cool, thanks for info :thumb:
Quote:
I've never skinned anything specifically for unreal, so I don't know what the implications might be as far as exporting and getting this stuff back into T3. I've been tring to follow what you've been doing, but hopefully the actorX plugin works, right? Or are you stuck with the original skeletons, and can only build new meshes around them?
The actorx plugin works. I played around with the new version too, but that one doesn't like importing the t3 animations. Very crash-prone.
Quote:
Top tips for skinning - select your mesh and go to properties and check "see-through". When you've done editing an envelope, you can use copy, then go to the opposite bone, and then "paste". Also, when you're checking the skin you can freeze the mesh (right-click, freeze selected) so it doesn't get in the way - this goes for when you're animating as well.
Once again, useful info! Going to try it out :D
EDIT: Well I tried out your method & deformable links totally distorts the mesh. I tried out the Egypt dude & I get the same thing. I think t3ed only likes rigid links.
str8g8 on 30/3/2006 at 20:17
Hmm, I'm sure T3 supports deformable meshes etc - that's the whole point of physique and so on.
Rigid attachments just attach a bunch of verts and move them when the bone they are attached to moves. This is sort of ok but it is better to blend the verts between more than one bone - for instance verts located in the elbow should be weighted between the upper arm and lower arm. This is why you use deformable links, and the envelopes (attached to each bone) are a way of representing and editing each bone's "sphere of influence". It's just really REALLY hard to do. ;) And time consuming. But you should be able to test the skin by selecting the bones themselves and moving\rotating them around in max.
Regarding actorX - what about exporting stuff for T3? ie an entirely new skeleton (which you can control) skin, and animations etc etc.
ascottk on 30/3/2006 at 20:31
Quote Posted by str8g8
Regarding actorX - what about exporting stuff for T3? ie an entirely new skeleton (which you can control) skin, and animations etc etc.
I've been experimenting with a new robot skeleton. The animations throw the skeleton's orientation off, but it sort of works. The whole orientation is -90 degrees off & when the animation plays in the browser, it goes upwards & 180 backwards. So the entire thing flips a 180 then rises. The animation does not work ingame.
As for the physique, apparently you haven't tried exporting the AI through actorx (or you wouldn't be asking so many questions about it & ran into problems like I encountered), I've played around with several settings/variations, and what I posted in this thread has been the only successful technique I used so far.