Jump to content
The Dark Mod Forums

Builder Guard Head Moved?


Ishtvan

Recommended Posts

I noticed the Builder's Guard's head got sucked down into his chest some (so that it looks very wrong). I'm trying to figure out if my recent attachment code change caused this problem, or if it has to do with new meshes/animations?

 

Before I committed my attachment code change, I tested with the citywatch guard in test/endlevel . map. Before and after my change, his sword was in the same place, his head was in the same place. So it seemed like the attachment code change didn't change attachment positions. Is something else responsible for the Builder guard head move?

Link to comment
Share on other sites

I adjusted the head position so it should be fine now. The mesh needs a lot of work in general, however, so that will be my next project.

 

And is my imagination, or did these guys get taller?

 

edit: I'm fairly certain they did get taller with the latest change. They're now a few inches taller than the citywatch (even disregarding the bizarre head). They should really be the same size or slightly shorter.

 

size1.jpg

 

Squill, did switching rigs change the scale of the model or something?

Link to comment
Share on other sites

The builder guard is looking quite dodgy since recent changes - the feet clip into the ground during the walking animation, for example. It honestly looked better before the changes. I haven't mentioned it before since I assume it's due to WIP anims.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

Squill, did switching rigs change the scale of the model or something?

 

Not that i know of. I've taken the same settings specified in the builder guard def file to export with a custom def file and i didn't touch the mesh. There are a lot of things going wrong with this model which i'm also trying to figure out.

Link to comment
Share on other sites

Can I fix the scaling by just re-exporting the md5mesh at the right size? That's really easy to do. Or do the animations have to be modified as well?

Link to comment
Share on other sites

Can I fix the scaling by just re-exporting the md5mesh at the right size? That's really easy to do. Or do the animations have to be modified as well?

 

i'm a bit confused by this scaling. If a scale value is set inside the def file it only scales the animation data(joints) right? But what is the current scale used for the guard..it's different for the citywatch?

Link to comment
Share on other sites

I assume the scale parameter hasn't been adjusted to fit the citywatch>>builderguard animation export. I guess one can experiment a bit with this setting to get the old size back.

Link to comment
Share on other sites

If a scale value is set inside the def file it only scales the animation data(joints) right?

 

It scales both the md5mesh and/or animations during export.

Link to comment
Share on other sites

Just looked at this ingame. Yeah, the builder is definitely taller again...so it wasn't his head that got sucked down, it's just the body that scaled up around it. The need for official animation documents from iD could really save mod teams a lot of extra hassle. Grrr.

Link to comment
Share on other sites

Yeah, the builder is definitely taller again...so it wasn't his head that got sucked down, it's just the body that scaled up around it.

 

It's true that he's taller, but I don't think that's why the head was low. The offset values in the def file tell the head where to position itself based on the head joint, so as long as the head joint was still proportional to the other joints, the head position would be pretty accurate.

 

I think the problem was that the citywatch head joint is a bit lower than the old builder skeleton. Anyway, it's fixed now.

 

As far as the size issue, I remember Ascottk saying something about animations actually changing the size of the mesh? If you take a small model, like the thief, and apply a citywatch animation to it, then the thief will become the same size as the citywatch while playing that animation. That has never made a lot of sense to me, but maybe that's what is happening here.

Link to comment
Share on other sites

What I don't understand is why we don't just shrink the maya binaries, and thus eliminate the need for any exporting keywords. Animations just store information about how to move/rotate the joints, not the actual position of the joints, correct?

Link to comment
Share on other sites

Hm, no I don't think so. According to this information, I would read it that the animation data is actually coming with position information included:

 

http://wiki.thedarkmod.com/index.php/...ion_Information

 

Animations influence the size of the visible mesh. Suppose we take a single animation from a small character and use it for a larger character (as long as the previous conditions apply), then anytime the larger character uses that animation, the larger character will shrink to the smaller character's size. That would be a little strange if the character attacks you and suddenly shrinks . . . If we want that animation for the larger character then we would need to reexport that animation with the correct scaling option. See Scaling_And_Rotating_AI_Meshes and Advanced_character_rigging for exporting with a Maya to Doom3 work load.

 

That's probably why there is a -scale keyword in the first place.

Link to comment
Share on other sites

Yet all vertex coordinates and weighting information for the mesh is stored in the md5mesh file.

 

I shrunk the boots of the citywatch, for example, in the update I did to the md5mesh. I didn't change anything about the animations, yet the boots don't change size and get larger again when the animations are played--they stay the same size as they are in the md5mesh, which is what I would expect. Yet from Ascottk's description it sounds like they should, in fact, get bigger.

 

Or am I misunderstanding something?

Link to comment
Share on other sites

It's beyond me, I'm afraid. I don't have any experiences with these settings, so I can't tell how these settings exactly work. I can only speculate, and I'd rather not do that.

Link to comment
Share on other sites

Well, I'll do a very simple test tonight, by making a small citywatch model and apply the existing animations and see what happens.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...