Needed for Standalone: Animated Werebeast
Posted 06 April 2013 - 11:07 PM
This exporter throws an unknown exception and points me to a point in the script where it seems to be iterating through all vertices.
The other exporter I'm using I can't find a link anywhere, I don't remember where I got it. But it's from a guy called Jonathan "BeRSeRKeR" Garc, . Anyway, this exporter seems to generate the md5mesh but not the animation file. 3ds Max stops responding, which leads me to believe the script is probably stuck trying to do something.
Both of these scripts are at least a couple of years old, it may be a compatibility issue.
Posted 06 April 2013 - 11:31 PM
And the MD5 viewer loaded the file with no problem this time. Except one tiny weeny problem, but that's totally my fault and I know how to fix it.
Posted 07 April 2013 - 02:09 AM
This is the md5mesh file
This is the md5anim Idle animation
If this works out my final workflow is a nightmare, but works. After animating I have to export the whole thing to an FBX file because that bakes the animation to the bones directly the easiest way, create new file, import the fbx, export as md5.
edit: Forgot the textures. Here they are: link
Edited by Diego, 07 April 2013 - 02:27 AM.
Posted 07 April 2013 - 02:20 PM
Posted 07 April 2013 - 03:05 PM
Anyone knows how 3ds max units relate to TDM units? if not I can just import a guard to compare.
I can see the hair transparency is working, that was one of my concerns. They weren't supposed to cast shadows though, models have shadow models, right? I could just remove the hair planes for the shadow model.
Normal map and texture looks ok too.
That leaves only the animation problem to solve.
All right, thanks for testing The first important issue to solve I think is the animation not playing, do you have any clues if the problem is on the file generated? I was so happy to see that after half an hour not responding it actually generated something, but it might be just garbage
edit: well, the md5 viewer did load the animation...
Edited by Diego, 07 April 2013 - 03:11 PM.
Posted 07 April 2013 - 05:28 PM
They weren't supposed to cast shadows though, models have shadow models, right? I could just remove the hair planes for the shadow model.
Yes, there should be a more primitive mesh that casts shadows inside the main mesh. I just made a quick default material shader.
edit: well, the md5 viewer did load the animation...
I'll look into it and see if I can find anything.
Posted 07 April 2013 - 05:59 PM
that was the first thing i thought as well
You think? that guard probably agrees with you.
Posted 03 May 2013 - 08:41 AM
Anyway, I just wanted to give you a list of the basic animations we would need to go ahead with TDM2.0. If we don't have these, we won't be able to release the maps that have werebeasts in them.
1. Basic idle.
2. Basic walk. (can be sped up with spawnargs for a run, slowed down for search)
3. 1 melee attack
We could probably manage with just those 3, in a pinch. The other highly desirable ones would be:
5. Basic pain
6. Turning in place (a simple leg-lifting animation so he doesn't spin in place).
7. Combat idle
Everything on top of that would be gravy and could be added later.
Posted 05 May 2013 - 04:20 AM
Posted 26 May 2013 - 09:20 AM
Posted 26 May 2013 - 10:27 AM
I want to ask your opinion on something. I'm using the md5 viewer to compare the size of the models. Do you think it should be bigger?
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Posted 26 May 2013 - 12:54 PM
Also, is it a problem that he is oriented differently?
That is an excellent question. I suspect so, but I don't know.
Posted 26 May 2013 - 04:45 PM
That having been said, only two released maps used the werebeast: Mandrasola and Samhain. The campaign uses one instance that I know of, but that hasn't been released, so it could easily be changed. I don't know how easy it would be to update the two existing maps.
Edit: Re the beast's height. We would need to change some of the spawnargs on the beast to account for the new size. That would be trivial.
Will there be a crawling version?
Posted 26 May 2013 - 05:50 PM
Posted 26 May 2013 - 07:01 PM
Posted 02 July 2013 - 07:19 AM
right now I'm pushing to get the bare minimum for the 2.0 release.
Do you think it's realistic that this could be done in two months?
Posted 03 July 2013 - 10:21 PM
Edited by Diego, 03 July 2013 - 10:24 PM.
Posted 04 July 2013 - 02:50 AM
And as far as motivation is concerned: Your werebeast looks pretty damn cool! Just think about how amazing it would be, if your very own work, your sweat and tears were included in the launch of a new and amazing standalone game. Gamers and mappers all over the world will be thankful not only to the core team but also to you, for implementing such a cool creature into the game.
And here is a trick that usually get me motivated: If you find yourself lingering around and not really motivated to do anything, just start working no matter how bad you don't want to. Usually the ambition to finish a certain task kicks in after a few minutes and then you can work for hours and really progress a lot.
Posted 04 July 2013 - 07:00 AM
The Werewolf model is fantastic. It looks miles better than the old one and much more authentic. The double hinged lower legs and the model in general is awesome and I plan on using a pack of these in a future FM in my series.
Posted 04 July 2013 - 07:26 AM
Just encouraging you
Posted 05 July 2013 - 03:14 AM
Unfortunately I lost the roar and walk cycle I've made before. Because of the scale and rotation issues, adapting the existing work was more trouble than to start over with the correct workflow (I did save the idle, which I kind of hate now). At least now I have the files in a convenient way to add any animation I want.
I'll keep working on more animations but, just in case I'm hit by a bus, here is the very basic needed: (model, textures, idle, melee and walk cycle)
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