The ai Frontier - My ups and downs

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby esteel » Thu Apr 02, 2009 8:38 pm

Very nice.. but that face reminds me about something. Not sure what. maybe a q4 strogg?
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Postby morfar » Fri Apr 03, 2009 6:48 am

esteel wrote:Very nice.. but that face reminds me about something. Not sure what. maybe a q4 strogg?
Maybe it reminds you of the screenshots Ivan posted a long time ago?
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Postby ai » Fri Apr 03, 2009 10:36 am

Ok update to all the riggers out there. Apparently joint orientation is a VERY important thing :P
I totally forgot about it, shows that I don't do this much :P. Meh, this is gonna be troublesome.
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Postby glennxserge » Sat Apr 04, 2009 6:54 am

Looking good Ai. yeah, bone orientation is definitely important. it's one of those fairly invisible things until you compile your zym and your characters weapons is flipped all over the place (>_<)

Anyway, keep it up.
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Postby ai » Sat Apr 04, 2009 10:15 am

glennxserge wrote:yeah, bone orientation is definitely important. it's one of those fairly invisible things until you compile your zym and your characters weapons is flipped all over the place (>_<)

Lool yeah, this is what I'm currently trying to accomplish. I think I manged to make it correct now, did it last night but I didn't try it out in-game.
I think it's weird that this is a invisible number, Maya is otherwise so friendly and can show almost anything. :( Looking at the Local Rotation Axies doesn't help too much but can be helpful. I am manually rotating them in correct position just to give me a hint how it looks like.
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Postby ai » Sun Apr 05, 2009 12:52 pm

Yay, finally after 2 days of orienting the joints, re-orienting, testing, compiling and like repeating this damn process 50 times I finally got it looking damn good in an 'idle' pose. The weapon is in perfect position and now the character no longer is standing in a slanted 't' pose (but in fact have a inanimated idle-state pose).
With this done I can now jump into creating animations which I'm looking forward to.

I posted here just to vent my happiness that the agonizing process of reorienting joints is finally over. :D

ImageImage
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Postby ai » Tue Apr 07, 2009 9:56 am

Ok, I just released a new version of the skeleton, this time in it's natural pose, meaning he is standing up. This natural pose is good if you want to rig it, pose it and/or animate it, so instead of trying to make use of the already existing ones now you have it lots easier.

I got a PM asking for this so I thought I might as well share with everyone else.
Link: http://ai.planetnexuiz.de/Models/Misc/s ... alPose.zip

Cheers.
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Postby ai » Wed Apr 08, 2009 8:00 am

Ok, I'm gonna be using this post to update the link when any animations have been completed.
Here people can download and try it out for themselves in-game, and if you think there's something weird or odd with the animations don't hesitate to comment on that.

Here's the file: http://ai.planetnexuiz.de/Models/Player ... 0.78.2.pk3
There's instructions on how to activate this model in the .pk3.

Animations complete:
Idle
Run
Jump (early stage)

Cheers!

EDIT:
Could you guys please download this pack and check out the run cycle? Tell me what you think about it and if you see anything wrong with it. I think I do but I this thing doesn't seem to want to go away, so if it isn't that noticeable maybe I can look past this. If it is then I just need to redo it somehow.
Last edited by ai on Thu Apr 09, 2009 6:22 am, edited 2 times in total.
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Postby tZork » Wed Apr 08, 2009 2:55 pm

I see a slight pause in it. a guess would be that the cycle starts and ends in the same pose (rendering that frame twice)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby ai » Wed Apr 08, 2009 3:02 pm

tZork wrote:I see a slight pause in it. a guess would be that the cycle starts and ends in the same pose (rendering that frame twice)

Oh great, that might actually be the problem (cause they do start and and in the same position), and if it is, it would be a lot simpler to fix than I thought, thanks. :D I wasn't thinking about that at all.
The thing is, in Maya, the animation looks smooth without a pause so it's only visible in-game which makes it a bit weird.
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