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Showing content with the highest reputation on 12/21/2019 in Posts
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3 points
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2 points@JCarter426 and I were messing around for a while in Motionbuilder trying to retarget the human anims to the Selkath rig, with a view to also retargeting anims to the TOR rig to make porting easier, but that didn't really go to plan due to our ineptitude, so we eventually shelved it and moved on to other things. But assuming you are proficient with MB, it's certainly an option if you are interested. Perhaps you can team up with @Kensei Jintaro who was also looking into creating new anims. You can, assuming you can either retarget to the KOTOR rig, or, probably more ideally, just directly set that as your target to begin with when setting up your mocap.
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2 pointsYeah I did not see it nor have I subscribed to Disney+. After TLJ and the way Disney and LucasFilms attacked and still attack longtime fans. I'm not giving them any of my money. What a waste of potential we will never see Luke, Han, and Leia onscreen. Plus the TLJ ripped the heart and soul of SW by the way they handled Luke, who is the heart and soul of SW.
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1 pointHello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
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1 pointAll I know so far is that it does not work the same way in the second game as it did in the first, and multiplier set seems to affect experience received (different for two enemies with Challenge Rating 5 but Set 1 and 4), which suggests the crmod column of autobalance.2da has some effect. Experience received doesn't necessarily change with each level increase, although for three test subjects in sets 1-3 it increased from 100 XP at level 1 until it was always 300 XP beyond a certain point, and for two in sets 4-5 it increased and then decreased until it was always 300 XP beyond a certain point: Set 1: Level 33 and onward (Challenge Rating 5) Set 2: Level 32 and onward (Challenge Rating 1) Set 3: Level 27 and onward (Challenge Rating 16) Set 4: Level 31 and onward (Challenge Rating 5), minimum 150 XP at level 1 and maximum 450 XP at levels 27-29 Set 5: Level 31 and onward (Challenge Rating 20), minimum 250 XP at level 1 and maximum 675 XP at levels 15-26
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1 point(Btw, please feel free to tag me in when talking about xoreos or something related. Google takes a while until it picks up new posts :P) In either case, I'd be happy to have any help willing to work on xoreos and its sub-projects (xoreos-tools and Phaethon). It'd very much like xoreos-tools and Phaethon to be a collection of tools helpful for modders as well. My general idea was that xoreos-tools was to be a CLI collection and Phaethon a tool incorporating complimentary GUI functionality. Both, I feel, are a good base to add more things that can edit and create, as opposed to just read, the files for the targetted BioWare games. I'd also be willing to have similar sub-projects under the same xoreos banner as well [1][2][3]. Basically, what I'm saying: I for one think xoreos would be the ideal grounds for modernized KotOR modding tools [4]. We're not quite dependency-free, because there are libraries we depend on. Especially Boost is somewhat of a beast, I'm aware. In the future, I do want to phase it out as stuff gets approved into new the C++ standards and those become mature to be used in userland code. [1] Though it might maybe be a good idea to migrate some of the code into a library first. Right now, xoreos-tools and Phaethon contains (mostly) unmodified copies of the xoreos files and that's a bit eeeeeeh [2] I do want them to be portable, though and of course license-compatible with the GPLv3'd xoreos code. I can understand if people disagree with me on these points :P [3] And yes, I am sometimes a stickler for form and following a consistent coding style. Again, I can understand if people feel I'm too strict there and wouldn't want to me near any of their code [4] And also the other targetted BioWare games, to be honest
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1 pointThis project is extremely ambitious and I commend your work so far, Alvar007! The lip synching should not give you much problem after DP's instructions about how to make it happen but if you need specific help with it, we can discuss it in private. The animations instead is not something I can directly assist with but I see a wonderful opportunity here and your talent at creating new animations is extremely rare and much sought after. Please keep it up!
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1 pointThe game needs per-module LIP files for lip sync. Since Selkath use one of the generic fake alien VOs, it should be easy enough to take existing LIP files from one of the Manaan modules and create a new XYZ_loc.mod in the lips folder that matches your module name. As to the animations, all the creature/monster anims will need to be renamed to their human version equivalents. Some of them should be easy, since they will probably just have CR in front of the same name, but the combat ones will likely be completely different. Since you want to do new anims, this might be a good opportunity for you, since, as you have probably noticed, Selkath lack most of the anims regular humanoids have, so they can't use anything but basic blaster pistol or unarmed attack anims. If you want to make 20 or 30 custom combat anims, then the Fighting Selkath idea could turn into a proper actual thing.
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1 point
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1 pointCongratulations to @Sith Holocron's roles as the two wayfinders! I... sort of liked it? But sort of didn't like it. I think I need to have it marinate for a bit.
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1 pointOk so I just tried this and indeed it breaks most of their animations, only the default talking one works (the one where they scratch their lobe thingy). But it actually reads the TALK_FORCEFUL animation now, I did a quick test animation, called it tlkforce and selected it in the .dlg and it works. Still don't know how to fix the rest of them tho, or if it's actually fixable. Also, do you know why I can't get the mouth movements in a custom module? I specify the VO_ResRef in the .dlg file and the sound but it doesn't work. I even tried with the vanilla values but no luck. I remember I had this problem back when I first modded the game with humans but I got it to work with a "global" sound file which was not in any of the modules folders inside streamwaves, such as n_gmtwilek_coml2.wav. But I can't get it to work with the selkath for some reason, not even with their own sounds.
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1 pointBatman and Robin was shorter. One up for Batman and Robin - a phrase I never thought I'd ever be saying.
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1 pointMakes sense. I'll be getting to GUI soon, but I'm afraid they may be teaching me MFC rather than anything relevant to start. In any case, that sounds like a good plan, and as you say the interface can be sorted later if the back end is pure C++.
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1 pointAt best it is an average ending to a disappointing and chaotic trilogy and a desperate attempt to fix what was ruined by the 8th. TRoS repeats the pattern of previous two though - it answers its questions while posing another (unanswered ones), uses original cast more as marketing tools than 'childhood legends', completely disregards prequel material, seems to be more rushed than AoTC and TSL put together and its plot is so unoriginal it is actually funny. Music is cool, so are visuals but there is and was no plan, I have no idea what was disney story team thinking but clearly neither do they. It has to be said though that it verges on impossible to bind all the plot lines of the previous 8 movies and at the same time make a good 2 h movie that has its own story and action. In the end from a trilogy that had limitless potential we got ANH remake, some wannabe-edgy movie that has no plot, shits on things established by the predecessors and is the longest one with most filler material while those nearly 3 hrs could be better spent story and character-wise and the grand finale that is just an okay adventure movie that turns into bombastic epic battle packed with easter eggs with not much feeling nor explanation or sense behind it. It could have turned out better had one director ran all three movies - in terms of the story, style and vision. But it could've been worse I guess.
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1 pointHahaha it was terrible. So-bad-it's-funny though, so it's not all bad. Much worse than TLJ. I defended some stuff in TLJ, there's nothing really to defend in this one.
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1 pointOk so I took your advice guys and I tried making the animation following the TALK_FORCEFUL animation from S_Male02, which is kind of the angry talk animation. But before I did anything I wanted to test out if I could a new slot for the model so I called it tlkforce which is what the game uses to match the TALK_FORCEFUL animation. But for some reason the game doesn't recognize it, whenever I try playing it the model just uses the default talking animation. If I try to do the same with an existing animation (I remove it first and try to play it) the game tries for a second but switches to the idle animation (notice I say idle but before it was the default talking one, not the same). This tells me that the game knows there is this animation but it can't find it. Whereas the previous case the game just doesn't even search for it. It's like it's not hardcoded into the game to look for the INT_TALK_FORCEFUL constant in the selkath model. So there is no choice but to replace an existing one. After looking at all of them the least used one is the usecomp animation (I think it's only used when you are sentenced to death in the trial and the guy in the computer turns the ray cell on. But let's be honest, you have to be really bad or do it on purpose to get that ending so it's not a big deal). The problem is that it's a fireforget animation, not a looping one. Meaning that when it's done the model will return to the idle animation. The looping version of the animation it's not on the model unfortunately and I can't use it. Anyway, here's the animation: And here's how it looks in Blender: For some reason I can't get the mouth movements in my test, but I tried it with vanilla NPCs and it works perfectly. The only downside to this is that all entries in the .dlg files you posted would have to be updated with USE_COMPUTER_NOLOOP instead of TALK_FORCEFUL in the animation field, in case you are still interested. What do you think?
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0 pointsThis was one the word that I came to when trying to encapsulate what I just saw when leaving the theater for 930 AM showing. (As predicted, my wife dragged me there.) So . . . rushed. Rather than dwell on the avalanche of deserved ire that this movie will earn, I'd rather be thankful that this community here exists so we can remember what we like about all of this. KOTOR. KOTOR now. KOTOR forever.
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0 pointsI'm not even going to watch it. Learned enough of the spoilers that I don't want to. If they had gone with Lucas' cut it had a chance, but not this. The Mandalorian, though, is getting really good, more than makes up for it.