Animating with ModTool, anyone? -1 reply

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N-7

... and a nice big Cip-Quad

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20th September 2007

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#1 10 years ago

Anyone made experiences creating/tweaking animations with XSI ModTool and this? Softimage|XSI Character Tools for JA I wonder if I should even bother downloading ModTool or rather give the new beta of Dragon a try.




Manganiac

I like Pikachu

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#2 10 years ago

delicate... your best option is to try both and stick to your favored one, on one hand, Dragon is compact, quick and will pretty much get you straight to subject, while mod tools is... ~450mg (wich can be an issue depending on your connection), and considering what it can do... it's kinda silly to go for mod tolls if "tweaking" animations is all you want... also it'll require a considerable learning process to get used to the software so THEN, to start animating...

on the other hand... whatever you can do in dragon, you can do way better in mod tools... and since JKA's oriented animation is but a tiny fraction of Mod Tools' "power", it may literaly open you a window to another horizon... (well... it IS XSI mod tools)




N-7

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#3 10 years ago

Well, thing is, I've tried Dragon before but had problems getting the bones into the right positions with the sliderbox interface. Plus, the forward kinematic approach is somewhat difficult to grasp (Dragon's supposed to have some bone blending function, but I've simply never got so far to benefit from it). At the other hand, Dragon does in deed work very well as far as importing from /exporting to .gla format goes, and it's really a piece of cake to get new animations into the game once you have them.

So, what I'd like to know is: - Has anyone actually succeeded in getting new animations into JKA using ModTool? - Is it easier to create new animations with ModTool than with Dragon (what with inverse kinematics etc.)?

Thanks for any insight in this matter!




Manganiac

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#4 10 years ago

There's a ready skeleton for the humanoid, done by minilogo (or some ancient member, dont really remember who), wich works as good as it's supposed to, also I beleave eclypse has experienced with it too, tho may not have something published yet, I've never used xsi to animate the "humanoid" skeleton, tho I'm animating Bahamut with it, unfortunately I don't have a video footage of it yet but eventually...

you can animate it all the way you want, FK, IK, unlike 3ds, XSI lets you do both on the same skeleton chain, plus you can ADD constraints to the model, parameters, whatever you want, and by the end of the process, export the bones and mesh alone. If you dont select them xsi will remove the constraints, whatever you added but will keep your animation intact and you can merge it with humanoid.gla latter, just remember, 1st frame must remain intact (gla merge requires identical default bone positions)




N-7

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#5 10 years ago

Thanx. How do you get your animations into .gla format? Is it supported by ModTool natively, and if so, has someone managed to merge new ModTool-created animations with the vanilla ones and actually seen them work in game?

And as for the skeleton, you'll find it by following the link in my first post ;-)

Well, I think I'll just give ModTool a try and see first hand if it's working out.




Manganiac

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#6 10 years ago

no modeling/animation program will give you native support for any engine (I think Kouen already stated this too... except perhapes dragon, but then again, it's meant for gla only, doesn't even export, it open and saves glas).

You'll require a export plugin or some compiler, in ModToll's case, you export into xsi file format, than use assimilate/carcass to compile a gla, then there's this tiny little program somewhere that merges 2 glas (name's "gla merge" no idea where it is, think it might be inside some pack, with dragon perhapes?) , as long as they have same skeleton and that skeleton must be in same default position for the first framee of both files.




N-7

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#7 10 years ago

Yeah, should have thought as much. Well, thanx for all, Manganiac. I'll try it.