May/June - Noob - Some Guy
I'm in. I havn't tried too much animation before. Now i gotta think of an idea.
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OK, i am going to be animating Alyx from Half life 2. Just wondering though, is there any way to get a skinned and jointed model form 3DS Max into Maya.I don't have much expirience with 3DS so it would make it easier to animate if i had it in maya.
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it's possible, but not without some pretty expensive transfer tools. At best, with nothing but the apps native forms, you can transfer the model, but not the rig.
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Ok, i got an SMD importer for 3Ds wich gets a rigged HL2 model but i have trouble using 3Ds after doing maya for so long. I am in the process of rigging this in maya.
I also managed to convert the HL2 Textures so it will look better. |
nice idea to use a premade game model some guy :)
its quite tempting to do the same (with a different model though) |
should b cool
ps. how do u get the models from the game? do u only need the game CD or is it more complicated nice idea though |
U need the cd and you need to be able to de-compile the models using GF Scape (Or something similar). Then you can use the SMD decompilers that come with the SDK and SMD importers to get it into 3DS (There is a way to get it into maya but i havn't figured it out yet).
If you want a more Detailed explination just ask :) |
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I have decided to use another model (Still form HL2) that will be easier to animate. I found a script that gets the skeleton into maya but then i had to go back and Skin/weight the mesh.
This one is beter because it is wearing bulkier clothing wich means there wont be as much noticable deformation problems. |
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Here is a fast walk cycle. I still need to decide what i am actually planning on doing.
http://media.putfile.com/anim-test3 |
nice lookin model to do it with
i like the anim with the box, its good u have made it shake as well which makes it more realistic some more info would be nice however at the mo do u have to take it into max (bein u dont know how to get it staigh to maya) as i would be a ble to do this thx and good luck |
yeah, the box one is great- 'cept that one c+C would be to make him lift his foot a bit more when he steps back.
But it really is good. But the walk cycle- no offence but I don't like it :p try looking at this: http://www.biomotionlab.ca/Demos/BMLwalker.html Helped me get my walk cycle. Good luck, Matt :alien: |
Agreed about the walk cycle.
The arms don't even shift on time. |
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The walk cycle was done in about 10 minites so that is why it is bad. Thanks for the link MAtt :)
---------------------------------------------------------------------------- PB Man: Firstly, you have to download GFC SCAPE from Here http://nemesis.thewavelength.net/index.php?p=25 Then you need to find your steam folder and your "STEAM APPS" folder. You then need to open your 'SouceModels.GFC' file. This can't open if you have STEAM running so close it. This is were it gets kinda tricky. Find the model that you want to extract and grab all of it's coresponding files, EG if you want to get Barney you should get every file above and below the 'Barny reference' file that has the word Barney in it. You then extract it to a folder of your choice. Mine is on the desktop. I have included a ZIP with a program called MDL Decompiler. you HAVE to put this in your SDK bin folder. Like this C:\Program files\Steam\Steam apps\User Name\souresdk\bin You can then use this to extract the MDL's to your folder of choice. I will aslo include the SMD importer for Max. witch yuo put in your scripts folder. Thats all you need to do. The Models will be skinned and animatable. ----------------------------------------------------------------------------- Hope this help's :) |
I have decided what i am going to do for the looping animation. It will be a running jump, so it will look a bit loke he is doing hurdels.
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before i start i am getting a bit of practice done. This is a looping cycle of him pushing a box.
http://media.putfile.com/pushloop |
very good!
but- the second step- it snaps very fast- might wanna fix that. I like it alot! :beer: l8er, Matt :alien: |
The leg snapping thing is the loop repeating its self. i dont know how to stop it.
anyway, here is the start of the jumping loop. the movment is a bit stiff but i have only worked on it for a few minutes. http://media.putfile.com/jump1-12 C&C welcome :) |
The body should spring harder and the left leg definately shouldn't jerk back towards the block.
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I ahve done alot more on the upper body. When he is jumping in the air he tenses a bit and when he lands he jerks. It is supposed to be a long jump wich is why he spends so much time in the air.
http://media.putfile.com/jump2-85 C&C welcome :) |
thx for the files i will look into them wen i have some time
also the progress is going nicely good job |
well looks now like he's skipping, springs too far foreward, with back leg trailing a bit too far behind.
But still, its progress. |
Good work so far Some Guy - It looks like you have really thrown yourself into this challenge. I like the model you have chosen to work from - great game.
At the moment I don't get much of a feeling of weight in your animations, but as you have said, you have just started so I am sure this will pick up. :beer: |
thanks :)
I am going to re-do the jumping one because i messed it up and accidently saved over it. i'm gona be going a bit slow on the updates though because i have a heap of school stuff goin on :angery: |
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Here it is folks!
The finished version of the most pointlessly complicated game charachter rigg. This is only a few of it's features for those interested :) |
ok, progress has been slow but i finnally have got some spare time.
I have changed the loop to a punching and kick sequence thang http://media.putfile.com/punch-54 C&C welcome :) |
hey someguy,
good work so far... ur cranking out these loops really quick. anyway, look at ur foot control and see if there is some sort of foot bend attribute. ie. at the ball of the foot. when ur character jumps, he should push off the ball of the foot. this is especially so if the jump is long, as he will need to extert more energy to get the distance. Josh |
the foot rigg isn't that complicated but i can make it better though.
thanks for the advice :) |
Nice start. Continue like this. :beer:
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and so i have been :)
http://media.putfile.com/punch2-80 i still need to make the second punch look more forced but this is basically it. The animation is running as bit slow but this is because it was put together in Movie maker :angery: C&C welcome |
yeah, the second punch is a bit *pansy-ish* but, the rest of the animation is great!
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Nice going some guy :)
To add more emphasis to the second punch, dont move/rotate the right shoulder forward too much during the recovery of the first punch. Then let it snap through at a fast pace and see how much more powerful it will make it look. Si |
Good work someguy, I am going to use some MDL's from HL2 now.
thanks for the stuff, good luck with animation. *cheers* bobalie P.S., T1ck, I know where you got your picture, all the mister books. Like Mr. Nosey and Mr. messy, I like it ;). |
ye welcome :)
i have done what ya suggested tick and i think it looks a bit less pansy-ish. http://media.putfile.com/punch3-19 what do ya'll think |
If you want to give the second punch some more "force" you can try playing with elbow. try to move its pole vector towards the sky as he is punching.
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OK, i'll give that a go :)
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yeah good point eddieson, if you punch hard with the rear arm then it'll be more compressed initially (bent) and then the force will come more rounded as the left shoulder snaps back and the right shoulder* drives the arm forward.
* more shoulder = more effort and force At the minute the force is coming through upwards from the elbow only and gives it a weak effect. Its improving well though some guy, you should have some cool animations by the end of the challenge :) Si |
http://media.putfile.com/punch4
this will probably be the finished product because i want to get to work on the sequence (Witch'll probably be a death sequence) |
thats actually very good:beer:
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