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11 réponses à ce sujet

#1
JohnP

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So I was adding Samara and Kelly to the memorial scene, both for MEHEM and my alternate MEHEM. I actually started from scratch with the vanilla 730MemorialGreen.pcc just to make it cleaner for me. I have it working perfectly (including the correct actor name for the subtitles) except for one annoying thing: Garrus's facial animations do some funky things when he is the LI in EDI's spot (EDI_GarrusLI).

I thought I had made the same changes to the animations that Fob did, (even compared the objects with HxD), and I can't figure out what is wrong. Fob, did you have this issue?

I'm about to just go back to the original MEHEM version of the file.

 

 



#2
MrFob

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Hey, that is cool news!

 

So there are two things I changed for Garrus:

1. The animation file that determins his position during the hugging scene. I changed his position slightly to reduce clipping.

2. I relinked the facial animation from "Edi_for_Garrus" to Garrus. I'll have to look up what exactly I did it and in what objects because that was over a year ago and I don't quite remember how exactly I did it but I think it was just an object variable somewhere (whereas the position change from point on is a float variable inside the animation).

 

Hope that makes sense. I can tell you more when I get home tonight.



#3
MrFob

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Hey JohnP, check out object 929 in the BioD_End002_MemorialGreen.pcc.

Compare the one from MEHEM v0.4 with your new one or the original one. If you make those adjustments, I think it should work and you don't need to start over.

Hope that helps. :)



#4
Deager

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Off topic for the mod but on topic I think for the animation stuff. I'm still struggling to figure out the best way to identify which animation goes with which object. Is there a way better than trial and error?

 

I ask because after many hours I got a camera moved for a scene in the Citadel DLC. Along the way I had Brook's arms moving and Shep's head nodding...so I know I can control that stuff. I just need a better way to match up the animations and objects so I can go to town.

 

HelixSpiral, you did answer over on me3explorer but I still couldn't figure out exactly how to do it.

 

Thanks for any ideas or I can go back to me3explorer and try again there.



#5
Ironhandjustice

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I ask because after many hours I got a camera moved for a scene in the Citadel DLC. Along the way I had Brook's arms moving and Shep's head nodding...so I know I can control that stuff. I just need a better way to match up the animations and objects so I can go to town.

 

little joke here...

 

No, is a trap set by the reapers!!! You cannot control them!

 

xD

 

Ontopic again.

That's awesome! if you can control characters during videos, that means we can control and modify sequences in order to build completely new ones!

 

:o



#6
JohnP

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@MrFob, success. Thanks.

 

For everyone, should Kelly have her changed look, or would she have changed back after the war?



#7
JohnP

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Seems like characters' animations are composed of various AnimSets that are strung together in an AnimSequence. Fob switched some of these around in the memorial scene, changing which sets were in sequences.



#8
Deager

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@HelixSpiral

Seriously cannot wait to see your mod up online. That will be great for the non-MEHEM crowd with CEM.

 

Also, I'm getting confirmation that all is not bad with what I'm doing and that "should" be the last camera/animation thing I have to do so I'll let it slide. My brute force attack worked for the 3 scenes I needed to fix and I'm ok leaving it like that. I enjoy this but it needs to have an end at some point.



#9
MrFob

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@HelixSpiral: cool! And yea, the switching in the AnimSets is mainly there to prevent ,male Shep from having female walking animations when he puts the plaque on the memorial wall (like it was in v0.1).
If femShep has male animations, it still looks ok but if male Shep has femal animations, that looks weird.

#10
giftfish

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@HelixSpiral: cool! And yea, the switching in the AnimSets is mainly there to prevent ,male Shep from having female walking animations when he puts the plaque on the memorial wall (like it was in v0.1).
If femShep has male animations, it still looks ok but if male Shep has femal animations, that looks weird.

 

Ha, just logged in and saw this group invite. Thanks :)

 

This is interesting. I was wondering about this back in December/January when it came to Thane's walk up to the wall during the Memorial Scene for the EC version of ThaneMOD. If memory serves, it is identical to Liara, which looks a bit funny for Thane (probably like it did for BroShep, lol). It likely means his model is using the female walk. JohnP, it would be nice if we could change this for ThaneMOD v2.0 (after the v1.1 release). Would it possible to change this dynamically (since Thane is only at the wall for LI-Shep), or would we have a complication with that?



#11
JohnP

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IIRC, I used the KaidanLI object for Thane, but I'll double check.



#12
giftfish

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IIRC, I used the KaidanLI object for Thane, but I'll double check.

 

Hey, I just got done frapsing some footage for the website and I think you are right. Garrus walks the same way. All characters I've seen walk up to the wall have their knees slightly bent and their hips swaying a bit, which looks really strange. It looks especially strange on Thane, who has such rigid posture, but Garrus definitely doesn't have his normal gait either. So, it's all good. Apparently BW didn't use individual characters' walking animations, they just used one or two >.>

 

It's sort of like how they apparently forgot Thane had a second set of eyelids/nictitating membranes in ME3. If you watch, his vertical pair never blink, like they did in ME2. I'm guessing BW decide to cut costs/time and not animate them...or they just forgot. :angry: