PinkDot on 18/11/2017 at 23:23
Quote:
any of biped motionsets (guards, mages, servant, hammerite, bugbeast, etc) will works on the cobraman
Bugbeast is a different type of skeleton (more joints in arms). Does that mean that dark engine allows to mix and match motions designed for different creatures?
FireMage on 18/11/2017 at 23:38
Yes It does with bugbeast ! :D
Because bugbeast actually got the same amount of joint in arm, they just have different name. Unlike craymen who really got more joints making the stuff uncompatible.
But it works, I tested it already ;)
LarryG on 19/11/2017 at 01:27
Very cool!
Purgator on 19/11/2017 at 11:34
Awesome work, Jordan!
FireMage on 19/11/2017 at 12:46
Thank you very much fellows !
It was time to come back to it once again ! ;)
Zoro on 19/11/2017 at 14:13
I'm happy to see this project is alive! The cobraman looks really cool, reminds me of a snakeman from Arcanum :)
PinkDot on 19/11/2017 at 21:28
Quote Posted by FireMage
Yes It does with bugbeast ! :D
Because bugbeast actually got the same amount of joint in arm, they just have different name. Unlike craymen who really got more joints making the stuff uncompatible.
But it works, I tested it already ;)
Good to hear it works. Dark engine must be then ignoring missing joints or something.
Bugbeasts however DO have extra joints in arms and are a separate type of creatures from humanoids.
BTW. would you mind making the source file (.3ds ) public as well? I'd like to have a look at your setup. I opened your cobraman in 3dsmax using my tools and it's not getting right the leg setup, I think. It's most likely my tools get confused with a different layout of joints for the legs.
Also - I would suggest that you use the Constantine skeleton as a base, rather than humanoid. This is because Constantine has one more joint in legs, which would give more control over posing your Cobraman's tail. (one more bend, basically). But this would make sense, if you wanted to create new motions of course.
FireMage on 20/11/2017 at 12:38
Hey Pinkdot !
Yeah, Dark Engine is welldone at that point ! :)
Constantine type ? Hmmm... To be honnest I never took a real look at it, it would have been indeed easier if his tail is animated.
I actually put the left leg at the end of the right leg to make something more living with a motion more fluid and realistic.
It is working in a particullar way but it worked so I'll leave it like this and indeed, it avoid me some works with motionset (which is pretty harsh to do and ask long instruction to tell users how to install them in their own MSchema, or even ask you to do many version of MotionDB depending on the base people wants to work from...)
So yeah, I can send you the 3ds file if you want to, I can even send you the blend file too so you will see everything in details !
I'll send the files this evening. I running out of time now.
PinkDot on 20/11/2017 at 18:31
Hey,
The .3ds file probably should do. I don't even know if I had Blender installed and don't know how to use it at all.
It would definitely be a good idea to have some GUI tool to add new motions and schemas to the motiondatabase. It seems to be a scary process, as it is now. I might add it to my to-do list... (a neverending list... :/ )
FireMage on 20/11/2017 at 18:47
HWG : (
http://download1346.mediafire.com/wly1f03ggdlg/acqaohsqfp2o4my/Cobra5.3ds)
MotionSchema are actualy following a process similar to sound schema. The difference is instead of having to reload via Dromed, you should recreate motiondb with an exe file and overwrite the one used in your Thief's main repertory.
The hardest thing to do is converting bvh to mi/_mc files and setting the flags...