Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (degenerate_762, Aku_Aku, 7th_zorro, Ayumi), 1,080 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: Model with animated bones AND facial expressio [Re: Nems] #169920
12/01/07 08:52
12/01/07 08:52
Joined: May 2007
Posts: 34
California
DrGonzo Offline OP
Newbie
DrGonzo  Offline OP
Newbie

Joined: May 2007
Posts: 34
California
Thanks Nems,

I've tried that just now, but that doesn't seem to work either.
I end up with either 2 separate models, or if I import the
keyframes from the 2nd model to the 1st, the keyframes will be
appended and not merged with the 1st animation.

What do you use to animate your characters?

Re: Model with animated bones AND facial expressio [Re: DrGonzo] #169921
12/01/07 11:25
12/01/07 11:25
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
MED
Bummer it didnt help though but I cant see there not being a way to do it.
I dont have any time to actually attempt a solution as I am way in over my head in my own project and life but if you keep bumping after a couple days each you might strike it lucky with some one who has actually done it or is looking into the prob.

Cheers...

Woops, forgot, try to 'merge' the two differnet files, that should do the job Im thinking.

Another "Woopsie" here, it doesnt matter about the order of the frames as you can move them about to suit or call them directly in the engine as is commonly done.

Last edited by Nems; 12/01/07 11:31.
Re: Model with animated bones AND facial expressio [Re: Nems] #169922
12/01/07 22:02
12/01/07 22:02
Joined: May 2007
Posts: 34
California
DrGonzo Offline OP
Newbie
DrGonzo  Offline OP
Newbie

Joined: May 2007
Posts: 34
California
Quote:

MED



Yeah, that MED is something else, isn't it..

I wished that Conitec would've taken the time they spent
on writing that thing on improving the import features
of their engine instead. After all, the majority of content
is most likely created *outside* of GS, so it seems kinda
important to make it possible getting it into the engine, no?

Anyways, thanks for your help and good luck with your project!

Re: Model with animated bones AND facial expressio [Re: DrGonzo] #169923
12/01/07 22:13
12/01/07 22:13
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
gonzo, you're taking the words out of my mouth...

Re: Model with animated bones AND facial expressio [Re: broozar] #169924
12/02/07 20:07
12/02/07 20:07
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
I have to assume that the algorithyms for various tool options and uses in MED may be mostly taken up and so limiting, via license prices, for incorporation as I dont see why MED is still the primitive modeller that it is. Even old Amapi is fantastic compared to MED!
But its got everything anyone needs to make assetts directly for the engine to use without the laborious process of importing/exporting.
In short its perfect for new starters in GStudio but a drag for advanced modellers.

My personal favourite is MAYA (..cant afford it but started learning on MAX) but Dan talks good about MODO ( the demo wouldnt load up for me on my system so Im not buying it)and Silo gets good reviews too.

For an animation pipeline when I can be bothered loading it up is my old Poser 4 (cant afford to upgrade that one either..) where poses are saved out (exported via obj, 3ds etc) as key frames then set up in MED, good trick .

Re: Model with animated bones AND facial expressio [Re: Nems] #169925
12/05/07 02:47
12/05/07 02:47
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
I made this monster model when I try to figure out how the entire cicle works.
I put some bones in its face: during the frames it move the face and mounth.
With patience and trials and error you should rig and adjust an human face and make some credible expression even without a costly software.
http://it.youtube.com/watch?v=8XNbf8vkm8o

Re: Model with animated bones AND facial expressio [Re: Mondivirtuali] #169926
12/16/07 07:41
12/16/07 07:41
Joined: Aug 2006
Posts: 128
Papua New Guinea
I
Impaler Offline
Member
Impaler  Offline
Member
I

Joined: Aug 2006
Posts: 128
Papua New Guinea
You could make the body entirely with bones animation (without a head) and then make a new model of the head with vertex animation of expressions and attach it. The only problem would be finding a point where the head(or face) can be attached so that there is no seam between the two models.


Murphey's Law:
<< if anything can go wrong, it will >>

(Murphey was an optimist).
Re: Model with animated bones AND facial expressio [Re: Impaler] #169927
12/16/07 19:35
12/16/07 19:35
Joined: May 2007
Posts: 34
California
DrGonzo Offline OP
Newbie
DrGonzo  Offline OP
Newbie

Joined: May 2007
Posts: 34
California
That still would be a model with mixed bone/vertex animation, wouldn't it?
Why GS doesn't support this important feature is beyond me.

Am I the only one here who would like to have realistically animated
characters in his game? I can't believe it!

Re: Model with animated bones AND facial expressio [Re: DrGonzo] #169928
12/16/07 22:49
12/16/07 22:49
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
well, i used to convert my models fully to vertex animations...

Re: Model with animated bones AND facial expressio [Re: broozar] #169929
12/17/07 02:21
12/17/07 02:21
Joined: May 2007
Posts: 34
California
DrGonzo Offline OP
Newbie
DrGonzo  Offline OP
Newbie

Joined: May 2007
Posts: 34
California
Quote:

well, i used to convert my models fully to vertex animations...



Yes, I do remember your tip about exporting an animation "by hand", and I thank
you for that!
So far, this seems to be the only way to get it done. As tedious as it may be.

I'll see if I can write a script for MAX to make a batch export of the 3DS frames.
Once the anim is in MED it's all good. And what a difference it makes having some
facial animation for your character!

Page 2 of 3 1 2 3

Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1