Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsJedi Knight and Mysteries of the Sith Editing Forum → Character Models and Animations
Character Models and Animations
2006-05-03, 9:03 PM #1
I want to make a Chinese warrior model and a Mongol Warrior model for my great wall of china ctf level. I am confident I can make the models and texture them but I am worried about how the nodes in each mesh will work with the animations. I will use the default JK animations. I'm worried if I make my own meshes, the animations will be all screwed up and I'll have to deal with all sorts of hideous problems with offsets and whatnot. Player modeling and and animation play a key role in this project but I know virtually nothing about either of these two subjects. Before I start this endeavor, does anyone have some advice or tips for me?
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-05-04, 7:23 AM #2
Basically all of the positions have to be the same as kyle's in the 3do heirarchy for you to use kyle's .key files. In order for it to look right, the polygon's relative position to that should be generally the same as kyle's too.

It's very tricky and it has to be just right to look right. I guess finish the modeling of each piece (arm, head, torso, etc) and get the positioning right after you texture them.

The program "JOKE" is a good program to move around positions of pieces, whereas JED can be a little tricky.
This is retarded, and I mean drooling at the mouth
2006-05-04, 11:35 AM #3
just make your own key files. :p
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2006-05-04, 3:17 PM #4
I have only made one key file before and it takes forever. I am not interested in making these animations artistic or unique so I'd rather use the existing animations. I'm new to both making player models as well though so if it is easier to make your own keys than it is to use existing keys then I'd rather do that. If I decide to make my own animations however, I will try to make them more characteristic of my models. What do you guys think? Is it easier to make your own animations or make existing ones work with your models?
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-05-04, 11:31 PM #5
Making good looking key animations is SOOOOOO difficult. Making a whole set of good looking keys is...I don't know...impossible?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-05-05, 4:28 AM #6
tsk tsk.

If you use the same nodes as ky.3do, but have them in different positions, you can use KeyEd on all the kyle keyframes and you'll have new ones specifically for your models. :)
-Hell Raiser
2006-05-05, 1:39 PM #7
I guess that's my answer. I won't waste my time mastering pointless and archaic animation techniques. I will just go for modeling the characters and try to get them to work with the current keyframes.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2006-05-06, 3:33 PM #8
Originally posted by zagibu:
Making good looking key animations is SOOOOOO difficult. Making a whole set of good looking keys is...I don't know...impossible?


pft, i find your lack of faith disturbing.

Its called talent & patience! and.. cutting corners or doing a 1/2 arsed job
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-05-06, 3:47 PM #9
[QUOTE=jedi I]I guess that's my answer. I won't waste my time mastering pointless and archaic animation techniques. I will just go for modeling the characters and try to get them to work with the current keyframes.[/QUOTE]

KeyEd does it for you!
-Hell Raiser
2006-05-06, 5:24 PM #10
Now that I think about it though, I don't want to make both a model and animations even with keyEd. I'm sure I'll be fine. I just wanted to know if there were any tricks of the trade I could try to make this process easier. Thanks for the info though guys.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?

↑ Up to the top!