need help using carcass -1 reply

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Salinthel

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22nd November 2003

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#1 14 years ago

I've got a bunch of tools at my disposal, and even more models waiting in the wings, but I have no way to compile them into model.glm files WITH bones and animations because I don't have the foggiest idea of how to use carcass... will someone please help me?? Some of my waiting models are a complete Trigun Skinpack, a Lord of the Rings Skinpack (first the evil pack with Saruman, a Ringwraith, Lurtz (the first Uruk-hai), and an Olifaunt rider (that's what Hobbits call them) from Return of the King) I will make sure to give you plenty of recognition in my files. Thanks in advance, Salinthel




N3G1@

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13th March 2003

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#2 14 years ago

To compile models as GLM you have to export them as XSI files. This is all I know. You need a plug-in (if you don't have XSI softimage, and I doubt that you have it...). Which software are you using?




MeusH

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16th November 2003

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#3 14 years ago

Can anyone tell me what does carcass and assimilate ?




Salinthel

Dazed and confused

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22nd November 2003

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#4 14 years ago

I have milkshape v1.6.6 and 3ds Max 6... I do have a .xsi exporter for it 3ds Max 6 but I don't know how to use it




N3G1@

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#5 14 years ago
SalinthelI have milkshape v1.6.6 and 3ds Max 6... I do have a .xsi exporter for it 3ds Max 6 but I don't know how to use it

Good. The plugins for 3dsmax must be placed in your "plugins" folder. Then, once you open 3dsmax, open your model, and click on file>export. Then choose the file format to "softimage XSI", then extract it and it's OK!:) Carcass and assimilate are two simple programs that can compile from XSI models\animations to GLM\GLA files... Look for them in the SDK




Salinthel

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22nd November 2003

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#6 14 years ago

ok, that's working fine... but I can't get assimilate and carcass to make a new model.glm

Would you mind telling me how you have set up your programs to work? Copying your setup would be the quickest way to find out if it's just me being dumb, or a flawed copy of the software I downloaded.

Thanks,

Salinthel




Salinthel

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22nd November 2003

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#7 14 years ago

I have everything set up without any spaces in the file paths (I heard that carcass doesn't like spaces in the file paths), but I keep getting this message: so... do you have any idea where I've screwed up this time?? Or rather, instead of telling me where I screwed up, it might be easier to just tell me how you set up your files when you want to make a new model.glm. thanks again for the help, Salinthel P.S. How do you get the animations in it as well? Do you have to copy the animations.cfg that came with the game? I'm soooo confused!!!! :clueless:




Salinthel

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22nd November 2003

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#8 14 years ago

woops, that didn't work out the way I wanted it to... the image has been attached. Thanks




N3G1@

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#9 14 years ago

I'm sorry but the last time I've used Carcass and assimilate was when I've tried to merge two GLAs (the original one + a new one with a new animation). I don't know how to solve your problem but I can tell you that if you want to switch frames to play for an animation you have to modify just the animations.cfg. If you want to create new custom animations, you need a JA skeleton first, then animate it, save as XSI, compile as GLA and use GLAmerge. This has never been done before (for JA...because of the humanoid skeleton). here you can get the tool, with the instructions. I'm not sure it works with JA, but it should. Only you need the JA details, and noone have posted them...




tFighterPilot

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8th April 2003

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#10 14 years ago
Salinthelwoops, that didn't work out the way I wanted it to... the image has been attached. Thanks

:rolleyes:

It clearly states the problem, it says that it needs to be inside a base folder, instead of projects