Yeah sorry I meant thousands of frames. Sorry my bad.
There are multiple walks and runs to do. 7 lightsaber forms. Lots of force powers. Note: most force powers are broken up like lightning and drain. Lots of dying animations. So there is a little more to it than just saying '30 sequences or such.'
Has anybody ever got an animation from max or xsi into ja? I know minilogoguy made a tool that I haven't tried yet, but has anybody else tried it and succeeded? I'm still using dragon and think it is fine but if the xsi tools are better and easier to use I may switch over.
I honestly don't believe he can pull it off. He has announced large projects in the past like the Shinra tower, that have never panned out. He can model, but he is not the modeling god of JA. He knows what he's talking about, I'll give him that, but he isn't the best.
The Shinra tower never panned out because Squeenix C&D'd it, along with the attached character model pack and scripted mission. I remember that because of the significant amount of bitching about Square Enix's Nazi temperament we all did over on FileFreak.
I don't even know if XSI Mod Tool will get animations in game, I use XSI Advanced. Keshire got lots of animations for characters working using max 5 but any version past that can't do it.
What are you talking about? Lightning and drain use the same animations except in SP. XSI Mod Tool even for being a freeware version of XSI is still superior to dragon in every single way.
This is what I meant with lightning:
BOTH_FORCELIGHTNING 5874 19 -1 20
BOTH_FORCELIGHTNING_HOLD 5877 7 0 20
BOTH_FORCELIGHTNING_RELEASE 5885 8 -1 20
BOTH_FORCELIGHTNING_START 5874 3 -1 20
He will just have to make sure to break it up correctly. If he's up to the task of redoing the animations then this will be no problem. It's just something I thought should be pointed out just in case he was unaware.
I just remeber you made a tool for xsi I believe that could do animations very nicely. I was blown away by your demo footage. I just don't know if I used your tools for animating if I could then get them in game. By tools I think you made a skeleton or something. I'm unsure if that can get them in game.
Thing is if it can't then it doesn't matter how good xsi or max is if they can't get animations in game.
There's actually a pretty intense number of anims but if I were making a caped model I would just wait for someone to make a cloth physics shader.
Do you have a link that shows exactly how many their are? Both for a single model, and the number of different "anim" sets in the game?
Quote:
Originally Posted by katanamaru
There are multiple walks and runs to do. 7 lightsaber forms. Lots of force powers. Note: most force powers are broken up like lightning and drain. Lots of dying animations. So there is a little more to it than just saying '30 sequences or such.'
I forgot how many lightsaber forms there were. That probably pushes it closer to the 40-60 mark. However, some of those sequences can be tweaked, or even reused. Little more than a quick C&P.
The animation for Force Push could conceivable be used for Force Pull, Force Sight, Force Speed, or Mind Trick. Possibly even for Force Grip, if you don't pay it too much attention.
I don't think anyone would blame a content creator for not having the same level of variety in a single model, as is available in the game. Considering that most of the models in the game use the same animations. There are likely to be less than 10 different sets of anims in the game, likely less than 6.
No link necessary, it's pretty obvious if you've played all versions of the game (JA+, Lugormod, Makermod and other serverside mods) that there are a crapload of animation.
I can't upload a file here but if you have a stance mod open it up and look at the animations.cfg located in models/players/_humanoid folders. Some of those are some JO cinematics like sleep and kiss, but even those are used in mp mods as emotes.
Quote:
I don't think anyone would blame a content creator for not having the same level of variety in a single model, as is available in the game. Considering that most of the models in the game use the same animations. There are likely to be less than 10 different sets of anims in the game, likely less than 6.
I agree with you there, but a lot of other players would not. To remake or edit all those animations would require lots of work. I would not hold it against Gir if he decided functionality over detail. At least to a certain extent.
This is what I meant with lightning:
BOTH_FORCELIGHTNING 5874 19 -1 20
BOTH_FORCELIGHTNING_HOLD 5877 7 0 20
BOTH_FORCELIGHTNING_RELEASE 5885 8 -1 20
BOTH_FORCELIGHTNING_START 5874 3 -1 20
He will just have to make sure to break it up correctly. If he's up to the task of redoing the animations then this will be no problem. It's just something I thought should be pointed out just in case he was unaware.
I just remeber you made a tool for xsi I believe that could do animations very nicely. I was blown away by your demo footage. I just don't know if I used your tools for animating if I could then get them in game. By tools I think you made a skeleton or something. I'm unsure if that can get them in game.
Thing is if it can't then it doesn't matter how good xsi or max is if they can't get animations in game.
uh...
basically, when you create the animations, you also need to create a file telling the game which frames to use for each animation.
essentially it goes like this:
you hit the force lightning button - input command is given - game looks up command and output sequence - game displays output sequence.
doesn't matter whether they're broken up or not in the ORIGINAL animation files, since any new animations would over-ride them anyway.
if i do make a new skeleton for this, which yeah i DO want to do. it'd be multiplayer compatible only. in order to make a SP compatible skeleton i'd need to redo all the cutscene animations and blah blah.
frame wise, yes, for multiplayer and/or singleplayer, you're looking at thousands of frames.
sequence wise, it's 1 sequence per action.
all i need is a COMPLETE list of MULTIPLAYER actions, so that i can get cracking.
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