Yet another droid. [Playermodel]

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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Thu Sep 10, 2009 5:00 pm

  • I'll make it a bit shinier && make the shorts&pants a bit darker.
    I think they are a bit bright.
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    Bommel
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Thu Sep 10, 2009 11:00 pm

  • http://www.box.net/shared/hqhbncqbj9Version 2_4a
    Important release
    Glitches fixed:
    model now jumps on its z-axis (it doesn't rotate anymore)
    correct all weapon inclinations in all animations
    model fits in bbox also in crawling(need refinement though)
    important weighting for legs and head(need refinement for arms)
    glitches not fixed
    there's an annoying error when animation passes from duck_idle to duck_walk(forearm left appear for a second in a wrong position) and also with jump animation and I can't find the problem during the animation editing.Maybe tomorrow. When I will less tired, I'll be able to correct it!

    edit:http://www.box.net/shared/emp293kuo3version 2_4b
    corrected issues on bone upperarm and forearm in duckidle, strafeleft,straferight and jump
    duckidle now sits in a smaller area(it fixes more in bbox).There's an odd incoherence, though.
    If you passes from strafeleft or straferight to run, for a second it returns a "disjointed" animation, I made many experiments but nothing, it makes me mad!If someone knows the problem please tell me!

    I think this file could be a "pre"finished work!Let's wait that Bommel finish texture and we can upload the finish version.Please test it!
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    toneddu2000
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Fri Sep 11, 2009 12:25 pm

Fri Sep 11, 2009 1:09 pm

  • In the new version the weapons still tilt funny for me. He still holds it with one hand sometimes too.
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    MC SE7EN
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Fri Sep 11, 2009 3:38 pm

  • @ MC SE7EN: You didn't use my package by accident? ;)
    That one was not completely up to date:
    Here's one with everything up-to-date.

    Will be avaible soon on the Prohets Minsta DM server for testing!
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    Bommel
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Fri Sep 11, 2009 3:51 pm

  • Bommel wrote:@ MC SE7EN: You didn't use my package by accident? ;)
    That one was not completely up to date:
    Here's one with everything up-to-date.

    Will be avaible soon on the Prohets Minsta DM server for testing!


    pretty sure i didnt..anyway, ill try the new one thanks. this is one of the coolest models ive seen in a while..
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    MC SE7EN
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Fri Sep 11, 2009 4:12 pm

  • :frustrated:

    not working. same as before, there are now 2 butlerbots, one which has all that 'anim missing' text or whatever and one that is the old version... *facepalm*

    ill just wait till this gets in a release and then i should be good.. :P
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    MC SE7EN
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Fri Sep 11, 2009 4:41 pm

  • Woah, excellent model! Already much better than anything we have in the game!

    The model is still a bit too big though, and should be scaled just slightly down. As you can see with r_showbboxes 3, the bounding box isn't big enough to cover the model's head:
    Image
    This means shots aimed towards the head will miss, which obvously is wrong and bad, especially as the camping rifle supports headshots.

    Another issue are the animations, which look a bit odd. Especially the forward or backward + strafe left or right look really odd, as the bot holds the weapon down. I also don't like the shoot animation too much; the weapon warps too much when shooting which makes it look really odd, especially when using weapons with a long refire rate. (weapon warps back and forth, back and forth...) If you didn't know already, you can go into 3rd person mode by entering chase_active 1 at the console: perfect for testing animations :)
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    FruitieX
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Fri Sep 11, 2009 4:53 pm

  • FruitieX wrote:Woah, excellent model! Already much better than anything we have in the game!

    The model is still a bit too big though, and should be scaled just slightly down. As you can see with r_showbboxes 3, the bounding box isn't big enough to cover the model's head:
    Image
    This means shots aimed towards the head will miss, which obvously is wrong and bad, especially as the camping rifle supports headshots.

    Another issue are the animations, which look a bit odd. Especially the forward or backward + strafe left or right look really odd, as the bot holds the weapon down. I also don't like the shoot animation too much; the weapon warps too much when shooting which makes it look really odd, especially when using weapons with a long refire rate. (weapon warps back and forth, back and forth...) If you didn't know already, you can go into 3rd person mode by entering chase_active 1 at the console: perfect for testing animations :)


    i think youre using the one from the first post, right? thats the old one..
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    MC SE7EN
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Fri Sep 11, 2009 10:17 pm

  • MC SE7EN wrote:i think youre using the one from the first post, right? thats the old one..

    No, unfortunately he's right! :D The combination strafe left/right +run forward/back returns me that error as I wrote three posts above, but I don't know how to solve it, because every animation is good; is their combination that makes explode the thing! For shooting animation I disagree when you say that is odd, because is the same of pyria or grunt(I compared them). For scaling problem, as I also said above, is impossible to scale it again, because do its nature, butlerbot has a VERY long neck and, scaling the whole model, would make the entire figure too slim compared to other player models.And,at the end, the head exits only a bit!

    P:S:If someone knows the solution to the problem "combination of strafe + run" please give me some advice!

    edit:FruitieX, i've seen now your picture. I think MC SE7EN is right, model now is scaled down respect to your picture.Are you sure you're using last file?

    edit new!:I've found what's the animation problem!This evening I'll upload version 2_4d!
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    toneddu2000
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Sun Sep 13, 2009 5:02 pm

  • http://www.box.net/shared/k5toq46olsVersion 2_4d
    corrected imperfections in run + strafe left / right or run backwards + strafe left / right
    For those who want to know how to correct them:
    I was so stupid not to find 4 animations at the bottom of the NLA editor.
    There are: forward right/left and back right/left, so if you correct these you correct the problem,simply!:D
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    toneddu2000
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Mon Sep 14, 2009 1:31 pm

  • awesome! great model man..im really liking it..
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    MC SE7EN
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Mon Sep 14, 2009 1:37 pm

  • Hmm... the way he holds the crylink looks a little funny compared to the other weapons..

    Image
    Image
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    MC SE7EN
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Tue Sep 15, 2009 2:46 pm

  • It is updated on the Prophets server once more (thx Lost!).
    I tested it and except of the strange size difference between the bot and the weapon I didnt found anything.... at least nothing that disturbed me.

    Now fixing only the weapon-holding thing and it should be ready... :)
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    Bommel
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Wed Sep 16, 2009 11:17 am

  • Bommel wrote:Now fixing only the weapon-holding thing and it should be ready... :)

    So, What should I change?The way it holds the weapon in all animations or just in certain animations?Please be more detailed :D I think is not a problem of bones inclination. Instead, I think it's a weapon problem because, in the image that MC SE7EN posted (thx!) it shows well that with other weapons it fits good, maybe crylink has a problem with y - axis distance? I don't know, I'm just making a supposition!
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    toneddu2000
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Wed Sep 16, 2009 11:45 am

Wed Sep 16, 2009 12:22 pm

  • sorry ai, can you please explain how weapons are "attached" to characters? Because I'm thinking of it in these days but I can't figured out in which way developers used to realise it. Is it a sort of piece of code that looks for a bone named always in that way (like Bip 01 hand L) or is it more complicated?Please explain this, because if I can achieve a lot of informations I could start in these days a tutorial for exporting models!
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    toneddu2000
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Wed Sep 16, 2009 12:47 pm

  • toneddu2000 wrote:Is it a sort of piece of code that looks for a bone named always in that way (like Bip 01 hand L)

    Yeah, I'd say that's correct.
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    FruitieX
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Wed Sep 16, 2009 12:51 pm

  • It's as you mentioned. It's a bone with a specific name, similar (if not) like the one you noted. However, that is the old naming convention, to stay up to date and to remove these old tags (it's not really straightforward that 'Bip 01 hand L' is where the weapon is supposed to be), please name the bone in which the weapon will be attached to 'tag_weapon'.
    I believe the weapon model also has a bone named that (or similar, I haven't checked). Then in the code it is specified to look for a bone with those names and attach it to places.

    This 'tag_weapon' name is rather new so not many people would know about it. But now you do. -_^
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    ai
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Wed Sep 16, 2009 2:10 pm

  • thx a lot ai! I noticed that any model I imported in blender(pyria,carni and grunt) has old naming convention ("bip01 r hand").So I'll rename that bone to tag_weapon and we'll be able to see the difference! :D

    edit:Do you know if there's an"official repository"for div0's exporter/importer scripts, maybe the uptodate one, or is it the only the link in the forum?
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    toneddu2000
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Mon Nov 16, 2009 6:56 pm

  • Any update on this? I am looking for a hassle free blend file where I can import my mesh into to have a animated model, and this seems like the closed thing I have found so far.
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    Julius
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Mon Nov 16, 2009 7:24 pm

Mon Nov 16, 2009 9:38 pm

  • Na.. that is an exporter script. I am looking for an nice .blend with animationes etc where I can just drop in my model. But thanks for the effort!
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    Julius
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Mon Nov 16, 2009 10:14 pm

  • take a look at the guide I wrote here. There's a .blend model with all animations shipped inside. Maybe it could be helpful. Follow the guide, and it explains how to use this skeleton model to attach your player model onto. Download the last one (version 0.5)
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    toneddu2000
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Mon Nov 16, 2009 11:43 pm

  • Ahh that could be an option... have you experimented with dpm models too?
    I would rather try to export to that than zym, as I think this crappy format is really holding back Nexuiz a lot.
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    Julius
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Tue Nov 17, 2009 3:37 pm

  • I would rather try to export to that than zym, as I think this crappy format is really holding back Nexuiz a lot

    Yeah, I don't like it a lot too, but dpm is the same story. If you want to use dpm, is the same procedure for zym:
    download smd exporter for Blender
    export first base model ina a folder
    export animations in the same folder
    fill .txt file with animations name in the same folder
    compile with dpmodel (you find it here , just write in a terminal, if you are in linux :
    Code: Select all
    svn checkout svn://svn.icculus.org/twilight/trunk/dpmodel/

    and then cd dpmodel an again make, then I suggest you to move dpmodel in /usr/loacl/bin, so , wherever is your model just type dpmodel and followed by .txt file of the model you want to compile)
    that's it.I know that dpm has a little features more than zym but I can't remember. Lordhavoc told me some time ago about something around vertices, but I wrote it down but I can't remember where :roll:

    EDIT: I 've noticed only now that tZork And DivVerent reply to you a lot better in another post above this, so, forget what I said about dpm feature!They know a lot more than me! :D
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    toneddu2000
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Sun Nov 22, 2009 6:43 pm

Sun Jan 24, 2010 11:25 am

Sun Jan 24, 2010 1:33 pm

  • Where is the finished version?
    Image
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    FruitieX
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Sun Jan 24, 2010 4:32 pm

  • I've uploaded the 2_4d version on 13 september 09 of the rigged mesh with all animations, and Bommel has released the complete model with finished textures. IMHO it was complete. There's was only a little imprecision in weapon handling for crylink, but I hadn't suggestions how to improve it.
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    toneddu2000
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