Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
crow34
19
Years of Service
User Offline
Joined: 22nd Jul 2005
Location:
Posted: 14th Jan 2006 00:07 Edited at: 14th Jan 2006 00:09
as soon as i figure this out eg remove the black square dont know why that happens yet and suss out how to get him to attack

extremely difficult to rigg so i was wonder does anybody have any cool motion capture files i can apply to it or any cool attack scripts

ill realise it

Attachments

Login to view attachments
Havok
19
Years of Service
User Offline
Joined: 29th Jul 2005
Location: In a box
Posted: 14th Jan 2006 00:26
This cool looking!! Great job!

I know Karate, Kung Fu, and 47 other dangerous words...

Shadows Back
18
Years of Service
User Offline
Joined: 7th Dec 2005
Location:
Posted: 14th Jan 2006 00:56
holy crap that is koool

Shadow
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 14th Jan 2006 22:07 Edited at: 14th Jan 2006 22:07
Damn, that is cool!

RAAAAH! I have finally ordered FPSC and Model pack 1!
transient
19
Years of Service
User Offline
Joined: 22nd Apr 2005
Location: Australia Zoo
Posted: 15th Jan 2006 01:44 Edited at: 15th Jan 2006 01:59
Cool model.

That's one ugly dude....

[edit] I wonder if the black square has something to do with the "cast shadow" bit in your fpe file?

It's a weird problem.

instinct is more valuable than intelligence.....
Punch you now
18
Years of Service
User Offline
Joined: 22nd Nov 2005
Location:
Posted: 16th Jan 2006 15:28
i hope somebodys working on it, it looks good and be a shame if u couldn't get it rigged.
Gamz
18
Years of Service
User Offline
Joined: 28th Nov 2005
Location: A bubble!
Posted: 16th Jan 2006 21:37
OMCLATB!Thats quality Crow!*drools all over the keyboard*

/.,.\-Meh? Everyone loves fat penguins!
((_ _))
himynameisali
21
Years of Service
User Offline
Joined: 9th Nov 2003
Location: England, You...Rastards!
Posted: 16th Jan 2006 22:41
Too cool! crow34, please can I also use that for my game? ...

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 17th Jan 2006 14:58
Quote: "extremely difficult to rigg so i was wonder does anybody have any cool motion capture files i can apply to it or any cool attack scripts"


Even if you have the mocap files you still have to rig it. What makes him so difficult to rig? He looks like a standard humanoid/biped type character to me.

Mabuggi
18
Years of Service
User Offline
Joined: 11th Dec 2005
Location: UK - Universal Kingdom
Posted: 17th Jan 2006 16:32 Edited at: 17th Jan 2006 16:32
wow



DAB Studios
BULLSHOCK 2
Retired Moderator
19
Years of Service
User Offline
Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 17th Jan 2006 17:02
i think he means animate...

rigging is easy, its just making it look real when it moves thats hard.

and i dont care what anybody says, you cant make a realistic walking animation by hand, you may get close, but never exactly. thats where mocap comes in.
-best invention ever...

crow34
19
Years of Service
User Offline
Joined: 22nd Jul 2005
Location:
Posted: 17th Jan 2006 17:49
what i mean is i want him to move like hes a mutant not a conker i am currently on the lookout for a suitable bvh motion file to apply to the biped so he moves cool because at the moment he looks silly when he attacks

when i have sorted this out i let this guy loose so you guys can use him your games until then ill remain hard at it
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 17th Jan 2006 17:51 Edited at: 17th Jan 2006 17:53
Yeah, keyframing a walk cycle is hard, even the walk cycle generated by character studio looks stiff and unnatural.

Go check out e-motek's stock moves (google). There's a ton of free mocap that can be converted to BVH. It covers many types of walk and run cycles, and a bunch of other stuff too. The great thing about them if you're using character studio is that they can be easily blended to create entirely new animations.

I think you should be able to find something suitable for this guy

crow34
19
Years of Service
User Offline
Joined: 22nd Jul 2005
Location:
Posted: 17th Jan 2006 18:15
here is the current mutant at the moment if you guys want to try getting a better animation to it

but i will also carry on with it

Attachments

Login to view attachments
himynameisali
21
Years of Service
User Offline
Joined: 9th Nov 2003
Location: England, You...Rastards!
Posted: 17th Jan 2006 18:24
Cheers dude

bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 17th Jan 2006 19:19 Edited at: 17th Jan 2006 19:23
Holy cow I just donwloaded it, that is one nice, professional texture! Did you make that?

I see that max looks for a texture called alien_level4.bmp. Is this from a game? Just wondering..

crow34
19
Years of Service
User Offline
Joined: 22nd Jul 2005
Location:
Posted: 17th Jan 2006 19:28 Edited at: 17th Jan 2006 19:33
the texture is photoshop retexture any way heres the file max asks for

changed it to jpg for web value

model is from a freeware mod called natural selection so you guys can use this in you games as long as you mention in the credits and all that

would appreciate if anybody could get a better walk animation

on this puppy would love to see this fully fpsc ready

as at the moment he looks a bit gay

but like a say am struggling at the moment

Attachments

Login to view attachments
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 17th Jan 2006 19:38 Edited at: 17th Jan 2006 19:51
Ahh,so this model is from Natural Selection, good ole Half-Life mod...

I took a look at your max file, and I'm kind of puzzled on the way you rigged this. First the, the biped head is nowhere near the head on the model. Also the legs are kinda funky too, the toes are pointing straight up. I see you're using my modified zombie biped.

So I deleted the physique modifier to see the original model. It looks totally different. I would start over and rig this again. Also, I would add a tail link and ponytail link to the biped.



Here is what it SHOULD look like once its rigged properly. I'm not sure the default FPSC biped will work properly with this model. I think character studio has a "reverse knee" option, although I've never used it yet, it would be appropriate for this model. And it looks like you should add another leg link while you're at it.



crow34
19
Years of Service
User Offline
Joined: 22nd Jul 2005
Location:
Posted: 17th Jan 2006 19:52 Edited at: 17th Jan 2006 19:58
the truth be is i am still learning character creation animation and rigging so any help would be appreciated

that is why i am using freeware mods so i can master rigging first

i am not bad at modelling

http://www.turbosquid.com/FullPreview/Index.cfm/ID/292516

so soon as i master rigging and animation ill will be working on custom characters

and there is no better place to ask than the experts on here lol
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 17th Jan 2006 20:14 Edited at: 17th Jan 2006 20:21
crow34,

This character is "bird legged", it has reverse knees. Look in max's help file for reverse knees to see how this works. Also this character needs an extra leg link, which you can add in the biped structure rollout.

Then you can import mocap data and it will retain the reverse knees. I've attached a video clip showing the reverse knees applied to a simple walk cycle, pretty cool huh?

Nice gun by the way...

Attachments

Login to view attachments
himynameisali
21
Years of Service
User Offline
Joined: 9th Nov 2003
Location: England, You...Rastards!
Posted: 17th Jan 2006 20:25
Don't worry, bond1 - I think it looks pretty cool like that! Well done .

Login to post a reply

Server time is: 2024-11-22 20:08:38
Your offset time is: 2024-11-22 20:08:38