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Corth

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Posts posted by Corth

  1. What you have to do is select the faces you want to separate, then under Edit Polygons, select Extract.

     

    Unfortunately I don't know if the md5 extraction will work with the non-deformer history it creates, so the model might have to be re-weighted after that.

  2. 1. Are we going with mitten hands?

     

    Mitten hands will definitly save us some poly's and since the D3 engine doesn't like alot of them, I'm in favor of doing this as well.

     

    2. When is the best time to remove the weapons from AI and prepare them for AF attachments? How much work is it to do this?

     

    Best time to separate them would be to have never put them together until the AF attachments (except for animation reference)... it shouldn't be too much work at all, just export the weapon and put them together with AF... though, I still don't know too much about the engine to give a definitive answer.

     

     

    3. How do we prepare our models for head-swapping? How easy it is to cut the heads off (especially on models like the builder guard who has a specific neckguard), and is a new attachment joint needed to attach them? We probably need to do some research for this one. How does cutting the head off a model affect the animations?

     

    Perhaps the neckguard could be part of the head model? just make sure the heads are actually saved. I know there's a bone that is needed in the body and head file that needs to match each other for placement, but beyond that, I don't actually know how it works, sorry.

     

    4. Robed characters (noblewoman, builder priest/acolyte/prelate) need feet added before they are animated. Who is going to take on that task and how much work is it?

     

    Hardly any work at all, copy/paste from existing characters I'd say (probably have to make new ones for the noblewoman though). Do those models actually have bones/jonits for their feet and legs?

     

    5. Are we going to try and use facial animations for the first release? If so, how does that affect our models? I assume it only matters for the heads.

     

    well after the heads are taken off, we could most likely add more bones for the facial expressions, I'd really hate to be playing against drones with no expression.

     

    6. How do we go about splitting the AI in sub-meshes so that we can separate the textures into different materials? How does this affect the existing animations?

     

    doesn't the material file cover this?

  3. hey guys, I'm back, I finally got a decent enough computer to be able to run D3 again. I'd like to help out with animations if you guys will let me :)

     

    So let me know where to start, what to do, and I'll do my best. I have however lost pretty much all the info I had from before. I want to try and setup Cvs this time.

     

    I just had a question about how much you guys have figured out about what's needed in the way of getting characters into the mod?

  4. hi guys, sorry for leaving like that, not much I could really do. I was only able to get about half of my back-up partition saved to another disk before the old drive caught on fire (it would just keep spinning the disk faster and faster). The file I sent Spring was the furthest along that I got back. All the controls should be working in that version, along with the ik/fk switch's (yes it is maya binary, as I couldn't find motion builder). I still have everything that I sent Spring as well, and backed up on a disc...

     

    I'll be moving here pretty soon, but the fact that I'm now on a 500mhz computer, means I wont be on much (and 3d is out of the question with this computer). It'll probably be a few month's before I'm able to afford any decent computer comonents as well. All I can really say at this point is Sorry :(

  5. Yeah, sorry for not showing up, and thanks for wishing the happy b-day guys, I havn't been near my comp for long enough periods of time to do anything useful. You'll get more models though :)

     

    Thanks for the used cake Macsen, tasted great! ;)

  6. heh, I'd do it just inspite of oDD ;)

     

    I'd like to have the houseguard ready for this, but unfortunately I don't think that'll be possible. I've asked Ishtvan for some help and he agreed to it, so it wont be too too much longer :)

  7. Really Renz? I like the collar of his cloak, it's different.

     

    Seriously though, try and stay away from cloaks... those are a pain to rig... :( Doom3 did NOT have cloth in mind when the engine was being built.

  8. Yes oDD, some people have to pay bills... :rolleyes:

     

    Spring, good luck with the cover, you'll have to let me see it when your done :)

     

    Kevin, if you get in contact with Renz (just join us in irc some time) he said he'd like you to try out the necromancer concept ;)

  9. That post wasn't JUST for you, or else I would have used a PM. You sure do think highly of yourself though ^_^ (plus there's a bit more to hight/bump maps than that ;) )

     

    SneaksieDave, We could definitly get away with a batch conversion of bump to normal, but we'd have to be careful how some of them were lit, because the Nvidia filter takes away the sharpness of the bump map depending on how deep you want it to look. In the example pic, they both have a depth of 4 (normal depth=4 bump depth =0.4) and the normal side looks alot more washed out.

  10. The heightmaps are usually just the color image with the color drained and the levels adjusted a little, you could do it yourself in 10 seconds anyway.

     

     

    Actually heightmaps ARE bump maps. They do exactly the same thing.

     

    As for a little visual between bumps and norms:

    bumpnorm.gif

     

    The bump maps tell the rendering engine that the geometry actually has more depth and it should be showing the final image as such (unlike displacements where the engine has to create a new layer of geometry).

     

    Normal maps -fake- depth by telling the geomtry which direction light bounces back.

     

     

    Edit: here's a comparison between bump and norm with the texture just used link.

  11. oDD, you can't have two objects as a parent at the same level, that's why you loose joint connections when you try to do that. Instead of a straight parent, use a parent constraint (under the constrain menu in animation) that way the curve will effect the joint like you want.

     

    :)

  12. millions upon millions of dollars

     

    That's why there's so many crappy games, people are just thinking of the money. Most of us do this out of love for the genre/time period.

     

    I think the PR department handled that one pretty well. ^_^

  13. hey oDD, in reply to your thread at cgtalk: file

     

    there's a bunch of sliding too, I tried to quickly get it right, but you have some stationary legs when others are moving. This is a way around the problem you asked about though.

  14. Hey mrdes, thanks for making the file size smaller, much more accesible :D (encoding in divx or mpeg4 might get you better results though!)

     

    brushchest2, itchhead2 and cough2, the knee's are snapping, and that's never good. Ingame it'll look like his feet are floating during parts of the animation. Even though Doom3 has the IK setting, you'll either get floating feet OR the knee's will be bent too much most of the time.

     

    With handhip2, I'm having trouble believing the motion. I just don't see someone stepping forward for 3 seconds with their hands on their hips and returning to normal... I think it would be better if he didn't step forward, just shifted his weight.

     

    Just finished watching the failedko2 one, it looks like he's being pushed more than someone's trying to hit him with a black jack. I'd suggest making his shoulders follow his head for the initial blow, not his head following his shoulders.

     

    It seems you've got a really good grasp of animation though, I know people who have been animating for more than 4 years who couldn't hold a candle up to this. ;)

  15. Hey mrdes, welcome to the team :)

     

    The background color would be best as grey, black gives fake depth and white is distracting. The animated camera does take away from the ability to crit, like oDD said, just a normal 3/4 view would do great.

     

    I'm on 56k so I havn't seen all the vids, but from what I've seen, you have alot of stationary bones/joints. That usually never happens in real life, there's subtle movement everywhere, so get that secondary stuff in there :)

     

    As for compression, maybe I can help you, what programs and codecs do you have available to use? (divx6 pro does have a 6 month trial, which could come in handy) I'd really like to help you out there seeing as how over 1mb per 3-4 sec animation is hell do dl for me.

  16. I'm sure Wings exports to .obj files, and you can open those in blender, and blender exports to a bunch of things.

     

    I know the models that I create, I'll be releasing the maya binary file for, so if you have maya, you can do your own animations with those characters. We will include default arguing and talking animations as well, so the mouth's might not match the speach, but you'll have something to use in your FM's. As for blender ports... I honestly don't know that program enough to make any kind of rig there, sorry. :unsure:

  17. Alright... I have no idea how to get this guy inside doom3. I tried adding him to a map, but no go. Ahh well.

     

    Anyway, here's a walk cycle (not yet complete) for you to see in quicktime. I have to fix the legs snapping and the 'bob' only happening for the one step.

     

    But ya... not being able to see this guy inside doom is pissing me off. <_<

  18. is there any technical concern for number of keys or world position to start? Also I prefer using Maya. is that an issue?

     

    In your animation preferences, set the scene for 24fps (really important!). The animations can be as long as you want, but don't over do it, just do what needs to be done as best you can :) There should be an origin joint at 0,0,0 world space connected to the cog joint, just leave it there, doom3 uses that. Your using maya? absolutely no problem there! easiest way to make an md5 with doom3!

     

    I have a pretty good handle on the style of the game but any other games I can look for, motionwise, for inspiration? or to put it another way, what do you guys think is some of the better/best animation around gamewise.

     

    I'd say just make it believable, and try to get it as realistic as possible. Try to leave the cartoony stuff out of it.

     

    All of the modeled stuff I've seen looks real nice. .  Any rigged characters availabe? Looking around I didn't see anything animation ready.?.?

     

    oDD's been doing great, yep :) I'm not sure where oDDity put's his stuff though... I'm not the one to ask there :(

     

    If you need any more help just join us on the irc channel, I'm usually there.

     

    edit: oh yeah, welcome to the team ;)

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