XSI Creature animations -1 reply

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Hirman

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8th November 2005

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#1 8 years ago

So I was wondering about adding creatures see. and wondering how I would go about getting them ingame with new animations. obviously using player skeleton is out the window. so any thoughts? what about in xsi? I know max 4 and 5 can do it but I dont have that..:rolleyes: ...wonder if mini will show up he seems to have all the xsi answers.:help:




minilogoguy18

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4th September 2004

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#2 8 years ago

Well the animation part isn't that hard, making it work in game is pretty much keeping it within constraints of the already existing npc classes. The game uses the naming convention of the animation sequences to know when to call upon them like BOTH_WALK1 will be used when walking so its all quite self explanatory. If you download the nonhumanoidmodelanims file off of jk3files and start importing some of the models it all becomes quite clear. I don't think naming conventions of bones and such make any difference but naming the roots and effectors of IK chains matter so that carcass knows to delete them upon compile, XSI makes it's own IK chains, makes everything a lot easier.




Hirman

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#3 8 years ago
minilogoguy18;5214223Well the animation part isn't that hard, making it work in game is pretty much keeping it within constraints of the already existing npc classes. The game uses the naming convention of the animation sequences to know when to call upon them like BOTH_WALK1 will be used when walking so its all quite self explanatory. If you download the nonhumanoidmodelanims file off of jk3files and start importing some of the models it all becomes quite clear. I don't think naming conventions of bones and such make any difference but naming the roots and effectors of IK chains matter so that carcass knows to delete them upon compile, XSI makes it's own IK chains, makes everything a lot easier.

alright so if I add animations to the animal on conversion the ingame coding will utilize only animations with the same naming conventions as with other animations the creatures use. so the "trick" is to just have the IK root and effector names match. seems like I paid attention there:lookaround:.




minilogoguy18

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#4 8 years ago

Well after looking at the wampa in XSI it seems that there actually isn't a special naming convention for the roots and effectors.




Hirman

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#5 8 years ago

alright, so there is no specific version of xsi mod tool that it would require?




minilogoguy18

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#6 8 years ago

Well I'm not sure, I don't use the Mod Tool version, an old friend in the industry hooked me up with XSI Advanced a couple of years back. I just know that XSI Mod Tools will work with getting characters in game, don't think anyone has tried animations but it is the same format so it should work.




katanamaru

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3rd February 2006

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#7 8 years ago

If necessary you could head over to the Neo Dark Ages mod site and ask Lightninja what he uses to get animals rigged and animated.




Hirman

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#8 8 years ago
katanamaru;5217904If necessary you could head over to the Neo Dark Ages mod site and ask Lightninja what he uses to get animals rigged and animated.

he used max 5 which I don't have.




minilogoguy18

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#9 8 years ago

^Yeah he's quite good, got him on my msn. It's about impossible to find that old of a version of 3ds max even as warez (not that I'm promoting that).

EDIT: *Looks at katanamaru* Like I said in another thread, just because one person is good with a program doesn't mean you'll be.




Archangel35757

3ds Max Modeller

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#10 8 years ago

So once you've created your creature, it's animation set, and the animations cfg and events file... is it just a matter of creating it's NPC file? How does the game see and execute the model in-game? Does it have to take the place of an existing creature? Or can new creatures be added to SP as long as you tell the game all info it needs?