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Are There Any Portly NPCs?


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#301
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Nope, the duration is a guideline only: the animation will be played whatever its length, but it may feel out of order (a 5 s long attack animation will not fit with the other creatures animations for example).

 

The correct syntax is monster_UNA_Idlefidget for a creature named monster, whose model is called monster_cl_body01 and whose mesh inside the mdb also wears the same name.

Of course, it also implies that no weapons are equipped, and that monster_skel.gr2 is the same skeleton as the one used to create the animation in question.



#302
Eguintir Eligard

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The more I try this the worse it gets. I did a walk animation to see if it would be visible more easily than the fidget and the models all disappeared. Then they appeared, but they will not move, weather I attack one and set it hostile to chase or use waypoints. I'm going to take a good chunk of time off from this as it's become irritating.



#303
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I also think Idlefidget is the idle animation in combat.

"All disappeared" as in they were scaled down to 1% of their original size?

#304
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They don't move. They should at least move even if it's just a frozen body sliding around

#305
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Ok so I am after settling a few issues with another "test project" first (which will be released as it's own creature model with new animations) I am back at this project in full. Here is the current state I am now finalizing the head with the body in the same scene. I needed to add to it to make the neck fit the body as it didn't reach all the way down.:

 

Final stages for fatty's fat face

 

 

Now my question here is: how far down do I take the neck? I don't want it to appear unattached in game from any angle of course. So what is the best policy? Do I drag it's bottom vertices slightly into the body mesh (overlap)? They can't be joined obviously and the head has more density so I can't line all vertices up exactly the same coordinates. So is this acceptable?

 

Please comment on any recommendations or improvements to the head now. I reduced the chin width and tried to get it more of a double chin/fat neck. I've injected copious amounts of lard but if there is more to do by all means speak up now before it goes final.



#306
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Yes, at least that's how I did the body parts for the Valsharess: I made them bigger than necessary, so they would sink into the body thus preventing any void. In fatty's case, I suppose the body should be around the neck (for the cloths to remain visible and apparently correct at all times), so the neck should sink into the body from top to bottom but mostly the body should sink into the neck from all horizontal directions. I hope what I wrote is understandable!



#307
Eguintir Eligard

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Alright if there are no further recommendation this is the final head model I will add the eyes to and start skeleton build:

fatty_face_finals.jpg

Any suggestions to this should be by the 24 hour mark because that's when I will return to continue this.

I'm going to then probably rig it all together first with just that plain pink face texture, get it in game and with an idle animation, and then I will texture the face and then resume more animations as I go. I think I will release it as soon as I have idle and walk animations, and if I want to do more I will just update them to the file.

#308
rjshae

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The head looks better now, in the sense of being more realistic.

 

Do you have plans to create a robe clothing variant, such as Declan Leuvaarden wears in the Witcher?



#309
Eguintir Eligard

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Yes there will be a wealthier variant but I'm not copying anything witcher related

#310
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I may be able to take care of that at some point.



#311
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If your refer to importing the witcher fatty that would have been nice to know before I did this

#312
rjshae

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If your refer to importing the witcher fatty that would have been nice to know before I did this

 

I'm fairly sure he means the robe.



#313
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You can follow the progress of this simply be reading my signature at any given time.

 

I will consider it to be 75% when fully rigged in game and having an idle animation (minimum usable state), so currently I am representing my progress towards that.

 

Notes for myself as I return here for leaving off point:

 

-High poly head done (by my standards)

-Make seams on low poly head

-Make normal map

-Make lighting map

-Using a base pink map for now try rigging the head to this skeleton

-Rig the body 

-Idle animation

-Walk animation



#314
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Ok at this point I have the final head that I am satisfied with in terms of the 3d mesh.

 

I am going to return to texturing it later as I believe it can really benefit from some expert advice and a little bit of tutorial study.

 

 

Right now I want to put it on the body skeleton.

 

My question here is what is the naming convention for the 00 head?

Any 2da files involved besides appearance?

 

In general what do I do to get this in game?

I assume I attach and export the head the same way as the body (Skel, then animation, then mesh).

I am not sure if the animation has to be exported a second time for the head though... does it?

 

I am picturing you export: BODY: skel, animations, mesh. HEAD: skel, mesh.

Please let me know if I am right or wrong.

 

Thank you for your responses.

 

PS as for animating, would you keep the "nubs" when building the skeleton? Tutorials seem to think they are highly useful but I don't think I saw them in NWN2 skeletons.

 

fatty_ripple_toolset.jpg


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#315
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what is the naming convention for the 00 head?

The head has to be named after the body it will complete. Therefore, for a c_portly_npc_??_body** where ?? replaces cl, le, pf, etc. and ** is the number (which by the way has to start at 01 to be shown as 00 in the toolset), the head will be named c_portly_npc_head**.

Appearances.2da will need to refer to the body mdb, head mdb, body skel, head skel (and the same if hair is distinct from the head).

As far as animations are concerned, they need to be saved once, but include all the bones (i.e. body + head + wings + tail + extra).

#316
Eguintir Eligard

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Alright, as I figured so far.

 

c_fatty_cl_body01

c_fatty_head00

 

hmm... should it be head 00 though or 01? Body starts at 01 according to folks.

 

I am going to look at the humanoid skeletons and try to answer any lingering questions there. Still welcoming answers on that nubs etc though.



#317
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Yep, the head should be named c_fatty_head01 (or greater, but not 00).



#318
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PS as for animating, would you keep the "nubs" when building the skeleton? Tutorials seem to think they are highly useful but I don't think I saw them in NWN2 skeletons.

It depends on the skeleton. You have to keep them if the skeleton is split over several meshes (like wings and tail): the nub bone will remain in the main skeleton, and you'll make a copy of it and start a new skeleton for the wings or tail from the copy (renaming the nub bone as per the convention of course).



#319
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I dont mean the base bone. i mean nubs that appear after every bone chain for ik solver use. I am not seeing any in game skeleton HHM.

 

Also in general should I really be creating like hollywood style rig, with roll bones etc, or is that more for a heavily animated use?

 

 

It seems to me like the skeletons are just using generic basic bones since the animation for games is usually fairly short and the extra skeleton work is not warranted. It means a little more manual adjustment at animation time, but far less detail at skeleton build time.

 

If this is the case please someone confirm, as I can not really tell from the weird little invisible bones that show up when you import a skeleton. Everything is microscopic and it's hard to tell whats really going on.



#320
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I wouldn't mind getting advice on this now that it's starting to move:

 

http://s30.postimg.o...fatty_pose1.jpg

 

http://s29.postimg.o...ple_toolset.jpg

 

Only his left side has been weight adjusted at all. I was surprised how the shoulders went from a brutal stretch to a pretty passable "down" position with just some rudimentary painting of weights.

 

However before I dig any deeper I want to make sure there aren't any major flaws. I feel like the arms are a tad short... but is it changeable at this stage? Is it necessary? Not quite sure about the head either. It looks too big from certain angles but normal from others. But it could be the mishapen nature of a fat persons off-proportions... I would certainly have found this project easier with a muscle or lean human.

 

Any thoughts?



#321
kamal_

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I think he needs some more slouch in his shoulders, they seem pretty wide and straight for a fat guy.

 

/Of course I couldn't model an inanimate carbon rod either.



#322
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Good spot. I never did get that trapezius effect I wanted. It's hard to see a lot of this stuff until you pose him. I wonder if there is a way to ad slouch with bone movements... Not opposed to redoing the mesh if needed but that will mean texture too so I would do a basic colour till I knew it was good. From what I've read though I should texture first but it seems like it will make more rework. Anyone else have anything?

I also noticed his neck actually looked over fat for his body.

 

 

Updated look.

 

Adjusted Fatty

 

 

Still working on it. Haven't had to redo the texture so far. I already narrowed his shoulders once a while ago but may have to again. Thoughts?



#323
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Adding notes for myself for others:

 

 

BASIC  POSING / ANIMATING PROCESS FROM HELLFIRE's POST

This is one way to do it

1. Select everything in the scene and delete all animation keys between first and last key.

2.Advance the animation time slider to the height of the curled up "prepared to strike" pose

3.Turn on auto key

maxkey.jpg

4.Pose the creature into the curled up pose

5. advance time slider to max point of impact "attack"

6. Pose for the attack frame.

7.Turn off auto key

 

View animation

 

 

BEST WAY TO WEIGHT THE SKIN

Build the skeleton.

Skin to the mesh

Don't adjust any weights yet.

Make a test animation:Move the skeleton it all sorts of ways that will represent the range of motion you need, raise, lower, rotate all limbs within the intended usage scope.

Now Adjust weights so that the mesh deformations for this animation is gradually cleaned up and perfected.

Best method is vertex mode and use ring or loop selection and the "weight tool" to put in the exact amounts or scale them up or down as needed.

If all of these steps don't yield mesh moving perfection, add geometry loops as a last resort.



#324
-Semper-

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the workflow presented in the following video is very helpful to get fast results when weighting from scratch manually:

 

youtube link



#325
Eguintir Eligard

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Thank you. 

 

I have questions specific to dealing with the head and body in the same bone set.

 

The body has a skin of everything but the head mesh (body mesh + all bones)

The head has a skin of everything but the body mesh (head mesh + all bones), even though most bones don't affect it.

Is this setup correct?

 

When ever I set a key frame and move the neck or head bone, it doesn't seem to "take" once I move back to that frame to watch it.

 

 

PS also wondering if there is a quick way to edit the field in a weight table? Like anyway to select all of them, or at least a faster way to type in 1, and then advance (only enter works and then you have to click, tab, down key dont advance it).