Jump to content
The Dark Mod Forums

Recommended Posts

Posted

When the time is right it doesn't look like it will be that hard to get our AI to walk properly up stairs. I'm not going to do this now because the rigging on our AI is about to change, but it looks pretty straightforward to set it up. http://www.iddevnet.com/doom3/walkik.php

Posted

There's already ik code in the def files. This one's from the elite guard:

 

	"ik_numLegs"					"2"
"ik_footSize"					"4"
"ik_waist"						"Body"
"ik_hip1"						"Lupleg"
"ik_hip2"						"Rupleg"
"ik_knee1"						"Lloleg"
"ik_knee2"						"Rloleg"
"ik_ankle1"						"Lankle_r"
"ik_ankle2"						"Rankle_r"
"ik_dir1"						"Lknee"
"ik_dir2"						"Rknee"
"ik_foot1"						"Lball_r"
"ik_foot2"						"Rball_r"

Posted

Cool, yeah it looks fairly straightforward, the only one that might need some change in the model is the ik_dir joint telling the knee which way to bend, not sure if there's already a convenient joint for that.

 

There's also a less-well documented "arm IK" within the SDK, but I don't know to what extent it's implemented in D3.

 

@AscottK: True, but usually those just give a crapload of warnings about the joints not existing. I think it was copy/pasted from the Imp, might have to be modified for our skeletons. :)

Posted

Hmm, yeah. Odd's models have different names. Since I'm working on the builder guard, here's his legs/feet joint names:

 

"Hips"

"LeftHips_Dummy"

"LeftUpLeg"

"LeftUpLegRoll"

"LeftLeg"

"LeftLegRoll"

"LeftFoot"

"LeftToeBase"

"joint3"

"joint4"

"RightHips_Dummy"

"RightUpLeg"

"RightUpLegRoll"

"RightLeg"

"RightLegRoll"

"RightFoot"

"RightToeBase"

"joint5"

"joint6"

 

I have no idea why there are leg rolls :huh: There's also some generic joints in there whose function is not known to me :blink: Maybe they're knee related.

Posted
There's already ik code in the def files. This one's from the elite guard:

 

Yeah, those are just copied from the D3 imp. They don't work. They need to be replaced with the appropriate joint names. I took a stab at it a few days ago but I was just guessing since our AI seem to have twice as many leg joints as the D3 models.

 

Anyway, once we have our new, updated rigging it should be easy to track down which is which.

Posted

Those buidler guard bones are the default bone rig required by motion builder. After that early rig I changed it to a simpler and more standard system.

You'd probely be better re-rigging it with the standard skeleton.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 1 reply
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
    • JackFarmer

      What do you know about a 40 degree day?
      @demagogue
      · 4 replies
×
×
  • Create New...