Brettzies Posted December 12, 2006 Share Posted December 12, 2006 I asked these questions back in my own weapon thread a while ago, link. They pretty much went unanswered, and even though an M4 has been released by Snowfella, I'd still like to know the answer to these questions for future weapons. His workaround was great, but that's not what I'm after. Given that the aiming and zooming for weapons is tied to the char animations, I'm wondering if anything will be released on how to export your own char animations for holding weapons and aiming down sights? Will any sample files be released with an explanation on what needs to be exported? For example, a standing idle pose zoomed and unzoomed? What needs to be exported? Just joints and bones? Nulls, dummies, cameras? The whole char? Is the supplied character(in one of the patches) enough to go from? If so, again, what needs to be exported? Does it need all those collision objects, etc. Is all this even done with the diesel exporter plugin? Some light on this subject would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Kiwi Viper Posted December 13, 2006 Share Posted December 13, 2006 hey bud, the only way i could get my modded barrett to work was to use another animation , i used the scarh and redid the aim point but moving everything except the align dummy , its time consuming but it does work, i also had to use that animation to get it to look and work like an auto not single shot. still cant get mag to work tho so fudged it to use scarh mag till i get it sortted , its going to take a long time to figure out the way they do the skin linking an so on as i aint used to them , making planes is much easier hope it helps ya bud. Kiwi_Viper Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 13, 2006 Author Share Posted December 13, 2006 I do appreciate the advice and suggestions, but unfortunately those are all workarounds. I understand that can work in certain cases but that's not really what I'm after. Quote Link to comment Share on other sites More sharing options...
jonjacob34 Posted December 13, 2006 Share Posted December 13, 2006 I do appreciate the advice and suggestions, but unfortunately those are all workarounds. I understand that can work in certain cases but that's not really what I'm after. it would be nice to know, simply cuz i got to two bulp-up weapons to get in there (p90/Aug A3), has any one checked in the lates patche 3.5 bundle for any additional help yet or was it mainly online fixes? Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 15, 2006 Author Share Posted December 15, 2006 . Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted December 15, 2006 Share Posted December 15, 2006 The only non-workaround is to create all new animation sets for the weapon model, which would require alot more animation time then anyone in the community is ready to put in for such a small gain I would bet. This is why there is no more info on it. Grin has told us so long ago. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 15, 2006 Author Share Posted December 15, 2006 The only non-workaround is to create all new animation sets for the weapon model, which would require alot more animation time then anyone in the community is ready to put in for such a small gain I would bet. This is why there is no more info on it. Grin has told us so long ago. That's what you think. You need to get off this Grin has told us a long time ago thing as well, it's starting to get annoying and it's the equivalent of just "shu the f up." They haven't said sh!t about it other then it's in the animations and that is the equivalent of nothing regardless of why. I hate to harp on you personally, but you seem to make it a point of adamantly providing exuses for why we don't have any info on this subject. Oh wait I forgot, they already told us how to do it according to you. Sorry buddy, I appreciate GRiN as much as the next guy, but I'd also like some info on this so I can decide for myself what is worth it and what is not. Even if I had to create all new walk, run, and crawl cycles with new aim poses I would. A little info would go a long way however. Saying that it would require a lot more animation time then "the community" is ready to put in is absurd. Someone could spend weeks creating a new custom map while I highly doubt it would take me more then a few days to do the animations even if I had to redo every single one, and I know that's a lot. Not knowing a few key things throws up a bunch of questions marks and flags. Couple that with the fact that GRAW crashes when one small thing is wrong and it makes for a long experimentation process just to understand how it works. The animation is probably the simplest part of the whole process. Getting it into GRAW is the obstacle. Anyway, I'm creating an animator friendly rig to drive the character "rig" supplied in one of the recent patches. I can't garauntee I'll be able to get anything into the game via experiments, but once I get the rig going I'll post up some anims assuming I have some time this weekend and I find them presentable. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 21, 2006 Author Share Posted December 21, 2006 I was actually playing GR:AW this weekend , but on Monday night I put some time into creating a rig to drive the supplied max rig. Should leave all of the bones, nulls and whatever else they have in there in tact while letting me add ik, finger control nodes, switching, etc to make this an animation friendly rig. Tonight I started adding the animation controls. Still have a ways to go, and I don't even know if any animations will transfer, but ah well, it's still fun to do. Not sure how much I can get done over Christmas but I might try to bring this with me and finish it off while I'm on vacation. Quote Link to comment Share on other sites More sharing options...
JTF-2 Posted December 22, 2006 Share Posted December 22, 2006 nice man! it's great to see that someone's still putting this kinda effort into GRAW. it's way beyond my level in max, so all I can say is best of luck with it. Hope you get the answers you're looking for. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 10, 2007 Author Share Posted March 10, 2007 Finally came back to this as I had some inclining to finish the rig all of a sudden. Basically just setting up animation controls to drive the skeleton(the one that came in a patch). Not sure what I will be able to do in regard to actually importing animation into the game, but now that I'm done I might do some tests. It only took an evening to finish, I was just a lazy bum and never got around to it. And here's a pretty picture for inspiration: Quote Link to comment Share on other sites More sharing options...
Rocky Posted March 10, 2007 Share Posted March 10, 2007 Nice work Brettzies! Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted March 10, 2007 Share Posted March 10, 2007 (edited) The reason there is no rig on the bones is that GRiN doesn't use Max to animate. They use Motion Builder, so a Max rig would have been pointless for them. But it's easy to fix (at least in Maya, I can't rig anything in Max). Nice to see you're making progress. Edited March 10, 2007 by Wolfsong Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 11, 2007 Author Share Posted March 11, 2007 Some more pose testing after refining the controls. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 12, 2007 Author Share Posted March 12, 2007 Motion Test of the above Image ~ 2megs Just a cycle motion test from the above pose. Doesn't have much to do with lining up the sights, more just to get familiar with the character. I'm not planning on redo-ing motions for the characters but you never know. (had some color issues with divx and compression...oh well). Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 12, 2007 Share Posted March 12, 2007 Awesome stuff man. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 13, 2007 Author Share Posted March 13, 2007 (edited) Wanted to switch gears and do some in-game testing with a custom sight. I think I have the frontlens and lens reversed. Not a pretty picture(my bad temp textures and such), but it appears to be possible to replace the combat sight with one of your own, or have both. The M4s below use their own aimpoint while the scars retain the original. Edited March 14, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 14, 2007 Author Share Posted March 14, 2007 (edited) Replaced the three pics above with "cleaner" versions of the scope. Edited March 14, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 14, 2007 Share Posted March 14, 2007 Nice work there man. It does look like you still had to do the same walk around as snow did, and make the sight taller (by using a spacer) to make the aim line up right. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 14, 2007 Author Share Posted March 14, 2007 Replaced the pics again Figured a few things out about the sight, textures, etc. Nice work there man. It does look like you still had to do the same walk around as snow did, and make the sight taller (by using a spacer) to make the aim line up right. Thanks. I did use the spacer trick for now. Even though I spent some time making an anim rig, that's more for fun and possibly some cinematics or something? I'll experiment with it but I want to make some actual progress on a useable weapon set. Now that I have a better grasp on the "scope" attachments(the dot still eludes me so I stuck some geo in there), I'm hoping to move on to an M16A4 with an acog alternate possibly. I'll finish and inlcude this M4 and sight first, but since Snow did such an excellent job with his sopmod already there's not really a demand for it. At this point, I guess it's just more for experimentation and fun, but I'd hate to not produce anything since I started way back in June...dang. Maybe some things learned will carry over to GRAW2. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 15, 2007 Author Share Posted March 15, 2007 Thanks to Nutlink I was able to put the real red dot in as opposed to a piece of geo that would later be textured or something. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 15, 2007 Author Share Posted March 15, 2007 (edited) Working on some of the texturing. The aimpoint seems so high to me, but it lines up at least. The ironsight, of course, does not, but it's not actuall that difficult to aim with it. It does seem strange when zoomed. Also has some wierd solid primary color thing going on when I put the texture on it. In the weapon loadout screen from full view it shows up more, but when you click on the ironsight it zooms in and goes away. Anyone see anything like that before? You can barely see it on the handle screw in the above image, but when it's pulled back the coloration is all over the place, it's like a rainbow effect. Edited March 15, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Nutlink Posted March 15, 2007 Share Posted March 15, 2007 Are your LODs properly set? Good work so far though, hopefully we'll see this publicly released for GRAW and more of your work for GRAW 2. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted March 15, 2007 Share Posted March 15, 2007 thats looks soo nice without the scope. I dont know, the HIGH scope dot thing just looks alittle strange. But awesome work and glad to see you got the red dot working. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 15, 2007 Author Share Posted March 15, 2007 thats looks soo nice without the scope. I dont know, the HIGH scope dot thing just looks alittle strange. But awesome work and glad to see you got the red dot working. Thanks. I hear ya about the HIGH scope. I really do not like it, but wanted to make some progress before I tried doing custom char animation for zooms and such. I just have a bad feeling that I won't be able to get them to work right and it could get frustrating quickly. You never know though, when I look at the diesel files for the animations in a hex editor, I can see the names of certain joints so I assume those are the ones that need exporting for those anims. Hopefully I'll try some things out real soon. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted March 17, 2007 Author Share Posted March 17, 2007 (edited) I don't know if you could call this a successful test or not. I was able to import an aim pose into the game, first attempt crashed, but second one was successful. However, as you can see from the screen shot the weapon flips out. The character's body also rotates so he's looking up, but the camera remains looking in the correct direction. You can't see that from the screenshots because I rotated him back down. Comparing the game screen to the maya screen, you can see that the arms and hands have moved to the correct pose. The problem with all of this is, there's no point of refrence to go from. I'm just guessing at directions and orientations and what everything does in that character file. I have no idea why the gun flips around either, I assume it's jumping to another joint or something. Appears to flip 180 around the barrel and then 90 east. That "thing" down the sights is a rotated cube. I have a curve crosshair as well, but I turn off curves in the camera view usually. Edited March 17, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.